Hacker News new | past | comments | ask | show | jobs | submit login

And another group, presented with the same info shouts from the rooftops "ah this is a change on par with the printing press!" and proceeds to push snake oil until the next trend arrives.

This idea is the same. It reeks of the same senselessness as is present in other discussions of "realism" in games, eg Star Citizen, where it sounds cool and futuristic at first, but doesn't actually do much for the core gameplay besides taking resources away from it. As an example we have Elite Dangerous, which committed suicide by listening to "realism" arguments and poured years of development into adding a bland first person shooter mode instead of improving the core gameplay of flying spaceships (where, in terms of flight model, they are still unmatched).

Ideas like being able to naturally talk to NPCs sound neat and revolutionary at first, but are just a gimmick, since outside of streamers fooling around for the sake of entertaining viewers, who actually cares about holding proper conversations with NPCs instead of just moving on to the next bit of actual gameplay sprinkled throughout the bland "AAA open world shooter with parkour mechanics" of the month?




> who actually cares about holding proper conversations with NPCs instead of just moving on to the next bit of actual gameplay

I think there's a lot of potential with LLMs that have two-way interaction with the game world. For example if it can generate `ATTACK <character-name>` API calls, the player can incite a feud and convince it to betray some other character, to the player's advantage. For immersive sims and RPGs, unscripted manipulation of NPCs could be a big part of the "actual gameplay".


Rewarding hyper-realistic manipulative behavior sounds like an exceptionally unethical way to apply LLMs... this isn't like shooting or driving in games where it has basically zero correspondence to how those things work irl. Same with current dialogue tree systems.


> Rewarding hyper-realistic manipulative behavior sounds like an exceptionally unethical way to apply LLMs

Social deduction games where you lie and manipulate real players are already fairly popular. I don't think manipulating an NPC guard will be worse.

> this isn't like shooting or driving in games where it has basically zero correspondence to how those things work irl

Gun or steering wheel + pedal controllers aren't that uncommon.


Games where you manipulate other humans are still done in an "arcade" style (eg Among Us). They don't tend to be focused on realistic manipulation, on the other hand, in an RPG, presumably in manipulating someone, the idea is to find out what they're into through other means and then abuse that, which I think would be getting closer to crossing a line.

>Gun or steering wheel + pedal controllers aren't that uncommon

Neither gun shaped controllers nor typical wheel+pedal setups really mimic the real world equivalents sufficiently to transfer over. Else they would obviously be the much cheaper approach to learning/testing either of those skills than spending tons of real ammo or driving a real car.


> Games where you manipulate other humans are still done in an "arcade" style (eg Among Us). They don't tend to be focused on realistic manipulation

I don't think the scenario has to be any less fanciful with LLM NPCs than with social deduction or tabletop role-playing games. It's realistic in that you have to fool the (LLM/human playing the) character, but it's still within a fictional setting.

> Else they would obviously be the much cheaper approach to learning/testing either of those skills than spending tons of real ammo or driving a real car.

Training simulators are absolutely used. Less so for cars, because real cars are accessible enough that it's not worth sacrificing 100% realism, but definitely by the military.

Or, consider games like paintball/airsoft.


>Social deduction games where you lie and manipulate real players are already fairly popular. I don't think manipulating an NPC guard will be worse.

One word: poker




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: