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[–] 40 points 2 years ago (10 children)

I can't even come up with anything this sucks. This has absolutely no utility at all. The best use I can come up for for llms right now is feeding a lore bible in to one and using it to generate novel utterances for npcs so you can ask them natural-language questions about the world, and even that's a bad idea bc players follow pretty rigid player psychology and if your robot noise machine emphasizes the wrong string of words people will think it's a quest or something and get upset when they can't find the corresponding quest. It's just a dog shit awful idea and failure to understand that games must be designed. They're very complex machines intermeshing to create a paper thing illusion of reality and that can fall apart instantly.

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  • [–] 20 points 2 years ago (5 children)

    I've seen image description for blind people posited as a good use case.

    Of course, bazinga techbros are absolutely uninterested in creating tools to assist disabled people anyway.

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  • [–] 16 points 2 years ago (4 children)

    "Helping the disabled" is trotted out regularly by the glazers without any apparent actual focus or interest in that except to try to silence dissent.

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  • [–] 7 points 2 years ago (3 children)

    Of course, bazinga techbros are absolutely uninterested in creating tools to assist disabled people anyway.

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  • [–] 10 points 2 years ago (2 children)

    I think my major frustration with AI in video games is they don't use it to make better AI in video games. You could make bots that are useful teammates. Or have units automate their own micro so the player can focus on a larger strategy. Or make tougher enemies.

    But no. Have to use this shit to make more shovelware with awful graphics.

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  • [–] 6 points 2 years ago

    Yeh. Teammate ai is a real one. Some games do have incredibly cool teammate ai. The old star wars republic commando game comes to mind. You could order your dudes around using simple commands and they'd interact with special points in the map that would dictate certain behaviors like using heavy weapons or long range weapons. It was very elegant and well suited to the game.

    It's wild that only in the last few years have game devs really nailed having friendly npcs keep pace with the player instead of being inconsistently too fast or too slow.

    I could go on a whole ass rant about enemy ai. The problem is; you need enemies that are engaging to the average player. The ongoing Helldivers 2 fiasco demonstrates this.

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