Comment on A Small Steam Game Shows How LLMs Could Kill the Dialogue Tree (re: Verbal Verdict demo)
AlmightyTritan@beehaw.org 8 months ago
I don’t think we’ll see this any time soon, because corpos probably won’t listen to any creative that presents this, but I want something where the LLM runs locally and is just used to interpret what you are asking for but the dialogue responses are all still written by a writer. Then you can make the user interaction feel more intuitive, but the design of the story and mechanics can just respond to the implied tone, questions, prompts, keywords from the user.
Then you could have a dialogue tree that responds with a nice well constructed narrative, but a user who asked something casually vs accusatory might end up with slightly different information.
Fauxreigner@beehaw.org 8 months ago
Unless you’re willing to put in some kind of response that basically says “I’m not going to respond to that” (and that’s a sure way to break immersion) this is effectively impossible to do well, because the writer has to anticipate every possible thing a player could say and craft a response to it. If you don’t, you’ll end up finding a “nearest fit” that is not at all what the player was trying to say, and the reaction is going to be nonsensical from the player’s perspective
LA Noire is a great example of this, although from the side of the player character: the dialogue was written with the “Doubt” option as “Press” (as in, put pressure on the other party). As a result, a suspect can say something, the player selects “Doubt”, and Phelps goes nuts making wild accusations instead of pointing out an inconsistency.
Except worse, because in this case, the player says something like “Why didn’t you say something to your boss about feeling sick?” and the game interpreted it as “Accuse them of trying to sabotage the business.”
memfree@beehaw.org 8 months ago
Ooooh, I’d like that! Well, there’s 3 parts to the (random user input / scripted game output) conundrum: