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:marseyastronaut2: Star Citizen added 200 million dollar NPCs with encampments and everything! :!marseyastronautblack:

https://old.reddit.com/r/starcitizen/comments/1iw7846/oblivion_level_npcs/

								

								

Voice acting on-par with AI

Nonsensical dialogue about how "we all die someday" :marseydepressed:

NPC exits the conversation by walking through the MASSIVE "campfire" :!marseyburn:

Comes back later, walks deeper into the fire to his death :!marseyselfimmolation:

This alerts the other camp members who start running in terror except for one man who pulls a handgun and does the chicken dance on his friends's corpse :marseyxd:

Also the ground is flickering the entire time. :marseymissing2:

Man, I kept pausing it to type this post but somehow more happens.

Mort from Family guy also pulls a handgun at some point then does the chicken dance on the corpse, but he was too close to the fire and burned to death

I believe g*mers call this a resonance cascade?

Finally, the camp's borrowed security from CHOP warms his balls on the burning corpses of his compatriots before also burning to death.

The player loots his rifle then looks to see the remaining survivors tweaking out while doing squat exercises.

79
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I'm surprised they didn't go with NPCs powered by an AI language model tbh. Would be on par with the feature creep and wanting/having to add newer stuff to an already ancient project.

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Would unironically push me to buy this game tbh. Although I don't see how LLMs can be implemented in a way that doesn't result in them blabbing about random out of context stuff or getting stuck in repeating loops.

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It wouldn't be a deep system, but I don't think it'd be that hard to implement. When you meet an NPC have the system roll dice for a few traits (maybe this is an "abrasive" "farmer") and then just generate dialog based on the traits when the player talks to them. Add a pool of information that NPCs in a certain area know about (this town has X features and Y current events, etc)

Doing this plausibly would require faking some traits, since characterization would be generated on the fly. Maybe a randomly generated character says he got into a fight with his wife, but that doesn't necessarily mean he truly has a defined home or wife. Or if he does, it doesn't mean the wife would remember the fight in the same way or that it truly happened in the game world.

I think the problem with Roberts and his minions is that they would insist on finding some convoluted way to actually simulate everything, which wouldn't work, even though the players just want a bit of flavor to make the world feel alive.

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It wouldn't be a deep system, but I don't think it'd be that hard to implement. When you meet an NPC have the system roll dice for a few traits (maybe this is an "abrasive" "farmer") and then just generate dialog based on the traits when the player talks to them. Add a pool of information that NPCs in a certain area know about (this town has X features and Y current events, etc)

The problem is the info about the current game state, NPC traits, and player history with the NPC bloats the context really fast. If you include information about the NPC's relationships to other characters and factions it gets even more bloated. There are ways to deal with this but right now I don't think the state of even bigger models is quite there yet to handle all the relevant info you'd have in a game like SC.

It's why the InZOI AI system uses a small language model for decision making and not chatting (at least from my understanding).

I think the problem with Roberts and his minions is that they would insist on finding some convoluted way to actually simulate everything, which wouldn't work, even though the players just want a bit of flavor to make the world feel alive

I agree, too many devs don't get that a little bit of reactivity goes a long way as opposed to making a huge system behind the scenes focused on simulating things with little narrative relevance.

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I can taste the salt from redditors already if they decide to use AI gen in their game

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it'd probably take longer to invent all the guard rails for a model than to use existing NPC code stuff

so perfect for this game

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You have to save that for the next fundraising event.

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