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slaacaa, do gaming w Ubisoft insists yet again that its uncanny AI-generated 'NEO-NPCs' will make games 'more alive and richer', whatever that means

It will make the shareholders richer, as you can fire a few writers and animators to save costs, and still sell a the game with shittier dialogues.

Cryophilia, do games w Stellaris gets a DLC about AI that features AI-created voices, director insists it's 'ethical' and 'we're pretty good at exploring dystopian sci-fi and don't want to end up there ourselves'

we’re pretty good at exploring dystopian sci-fi and don’t want to end up there ourselves

https://lemmy.world/pictrs/image/b885da98-d567-4752-92f7-ee9ed473a37f.jpeg

Melvin_Ferd,

I always think its the other way around. Some author writes a scary possibility about some topic that scared them but they don’t know a lot about. So like a book about a massive bedron impactor creates mini black holes that eats everything it touches. Book becomes popular and in ten years the LHC has some breakthrough but the zeitgeist was already established and people find all the reasons the cool ass tech is really going to be he worst thing ever.

VirtualOdour, do games w Stellaris gets a DLC about AI that features AI-created voices, director insists it's 'ethical' and 'we're pretty good at exploring dystopian sci-fi and don't want to end up there ourselves'

I love how upset people get about things like this

Your coffee is made by enslaved children and people shrug

Your clothes were made in a sweatshop and people shrug

Your music is owned by corporate monsters who impose absurd copyright to steal culture from those that live in it and people shrug

A theoretical voice actor misses out on a small role and you go wild calling for boycotts and making unhinged tweets at the company?

Very weird priorities.

Almost like it’s totally unserious and nothing but self Important performative nonsense.

UntitledQuitting,

Almost like it’s totally unserious and nothing but self Important performative nonsense.

This should be the new tagline for social media

FiniteBanjo,

I feel like “The world sucks” is a poor argument for making it worse.

Melvin_Ferd,

It was crazy how swiftly media moved to present tons of reasons to hate AI.

It really made me realize how the people with this strongest opinions have been given those opinions by media that they don’t even realize is a form of media.

hyperhopper, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

I want an actual real time strategy game. All popular RTSs are actually just about tactics and micro. I mean every SC2 guide will tell you that up to a very high level of play, if you’re just doing more you’ll be more efficient and win regardless of strategy. Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”? That’s strategy. Having to tab back to a building and manually queue a couple of units every several seconds is just creating busywork for players, but thats what’s necessary and optimal for playing SC2 and most RTS games well

kurushimi,

I love this concept; I had a friend from school viscerally defend SC: BW as superior to SC2 because in his words SC2 removed skill because of not having the unit select cap that BW did. That’s just less, as you put it, busywork, and then the player is more free to consider army compositions and positioning rather than drawing tons of rectangles. Removing more busywork in favor of actual strategy would be amazing.

There’s no micro in Chess, just strategy.

toastus,

I’d argue there is only micro in chess and no macro, but I get your point.

kurushimi,

Good point. I suppose I was combining the intended definition of micro as in issuing individual or otherwise sufficiently granular actions with the extra categorization of busywork, and indeed in that regard chess is pure micro.

MHLoppy,
@MHLoppy@fedia.io avatar

There are types of time management which I think can still be interesting. For example, are you able to afford -- in the resources of time and attention -- optimally micro'ing this important fight? Or are you going to have to yolo it a bit so that you can do multi-task economic tasks at the same time?

Some (much?) of the problem is that (for better or worse) skilled players can and will squeeze the game to optimality in terms of win rate, and that tends to collapse viable tactical and strategic choices. Once those choices have been optimised (the game is largely "solved"), the main way to get better is by being faster, not by being smarter.

pennomi,

Hell, I should be able to upload an economic playbook with hundreds of rules like the one you described, and load it on game start. Then all I have to do is the actual unit movements.

poVoq,
@poVoq@slrpnk.net avatar

You might like: www.beyondallreason.info (gratis and open-source)

Morgoon,

BAR is an amazing RTS! So many units on screen and 24 player games!

wizardbeard,
@wizardbeard@lemmy.dbzer0.com avatar

Yep, take some ideas from single player colony management games.

It’s astounding how much you can “automate” when fully using the filters and rules options in vanilla Rimworld. Mods increase that exponentially. Granted, different genre, singleplayer, and pausable while you configure things.

I think the challenge is balancing that with the real time events you have to react to, so it doesn’t further compress the meta to an even smaller set of “optimal” options.

baldingpudenda,

Supreme commander was what you describe. You setup your factory to make a unit or a set of units and repeatedly build them until canceled or not enough resources. You could zoom out to view the whole map. it was very much a strategy game and not really tactics or micro.

Olap,

Beyond all Reason in a similar space

MHLoppy,
@MHLoppy@fedia.io avatar

Rise of Nations (originally released back in 2003) had/has some interesting ideas to reduce some of the busywork:

  • Worker units will automatically try to gather/build nearby after a short (configurable) delay if they're not doing anything.
  • Cities (the main worker-producing structure) has a rally point option that's essentially "all nearby empty resource gathering", so you can queue a dozen workers and they'll distribute themselves as they're created.
  • Production buildings can be set to loop over their current queue, letting you build continually without intervention as long as you maintain enough resources each time the queue "restocks".
  • Units that engage in combat without being given an explicit target will try (with modest success) to aim for nearby units which they counter.

For the most part, none of the implemented options are strictly better than micromanaging them yourself:

  • You will always spend less time idling workers if you micromanage them yourself.
  • The auto-rally-point doesn't always prioritize the resources that you would if you did it yourself.
  • Queueing additional units is slightly less resource-efficient than only building one thing at a time.
  • Total DPS is higher if you manually micro effectively.

But the options are there when you need them, which I think is a a nice design. It doesn't completely remove best-in-class players being rewarded for their speed as a player, but does raise the "speed floor", allowing slower players to get more bang for their buck APM-wise, and compete a bit more on the strategy/tactics side of the game instead.

aegis_sum,

By far one of my favorite games!

FalseMyrmidon,

Because too much of SC2's design catered to the progamer crowd that liked that kind of stuff. They made some things easier from an APM standpoint but intentionally added more things to make the have not APM intense.

They really bet wrong on how popular that approach would be.

Viking_Hippie,

Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”? That’s strategy. Having to tab back to a building and manually queue a couple of units every several seconds is just creating busywork for players

I agree completely. Related: have you considered turn based strategy games?

bionicjoey,

Personally I like the PDX style where it’s “turn based” but the turns happen rapidly enough to feel like an RTS, and you can pause them at any time.

PapstJL4U,
@PapstJL4U@lemmy.world avatar

I feel like people dont understand, that the RT part in rts will always be the important part.

If you free up macro work, people will micro harder. WC3 got rid of most of the macro demand of SC and in consequence you will lose if you dont micro your units ik battle.

SC1 had build pipe lines and it wad still better to issue commands seperatley, because the player is more flexible.

A strategy is worthless if it csn be executed and the limits of execution create strategy.

Extraordinary pathing and all-select created the a-click deathball, that is one of the most boring ways to see, play and lose to.

alvas_man,

That is not true, at least in Age of Empires 2 which is the RTS I’m most familiar. Have a look at the limited viper series to see a good player destroy using only 60 APM. If you make good decisions, you don’t need to click as much.

www.youtube.com/watch?v=s7moDQK1Yng&list=PLrFe08s…

Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”?

Because while this will make casuals that will play the game for 3 hours and drop it happy, the typical RTS fans will not enjoy this. There is a trade off between queuing a lot of units and having more resources available for other techs. Having units auto produce without any disadvantage is just kind of boring. Then you are just watching the game, not really playing it.

Maybe you should try turn based strategy, if you don’t like real time strategy. In the later, like the name implies, time is the most important resource. You don’t need a lot of clicks, but you need to use it wisely.

CosmoNova, do games w Stellaris gets a DLC about AI that features AI-created voices, director insists it's 'ethical' and 'we're pretty good at exploring dystopian sci-fi and don't want to end up there ourselves'

I get that record sessions are a huge hassle and simply paying VAs per AI-generated voice line is easier for everyone, but it somehow makes Paradox look a little careless to me.

Stories like these also set a precident. This is what voice ‘acting’ will be like for a moment before it becomes effectively eliminated because voice libraries will become diverse enough quickly and there will be no need for a single more voice actor to be included. It seems like VAs are basically forced to sell their voice to AI companies quickly to at least make a quick buck before they never get a job again.

There’s probably no stopping it, but that made this read all the more frustrating to me.

NuXCOM_90Percent, (edited )

This is what (modern) voice acting has always been.

Actually read a few interviews with professional VAs or watch their streams if they do that. Two VAs actually interacting with each other and reacting is almost unheard of outside of very specific productions (and mostly are done as a stunt for some BTS footage). They read a dozen different takes of every line and go through like five different scripts worth of dialogue. And then they do “efforts” that are just general grunts and emoting that are used for the moment to moment gameplay and to pad out a scene that had heavy rewrites. It is why so many professional VAs can stream “their” games… because they genuinely have no idea what is going to happen.

Paying to train a limited use model off of a specific VA (or even a group of VAs) is the “logical” extension of that. And, arguably, it is a “good” one (with some MASSIVE caveats). Everyone lost their god damned mind over that FPS that came out last year where the announcer was (allegedly?) a model trained off of a VA. But it also meant that you could have stuff you would never have had otherwise. Nolan North isn’t going to get a paycheck to sit in a booth all day commenting on random matches. But a model that can read out a team’s name and string together different reactions? That is actually really cool and WAY better than the traditional sports game approach of “The Champion! just went through… A Table!”*

Like almost everything AI? The key is to focus on creators’ rights and control what can and can’t be used as training data. Because the genie is out of the bottle and ain’t going back in. But if we can protect the rights of what goes into training data? Then people are still paid for their effort/creation.

Do I think this was done “ethically”? I don’t know. But with everything Paradox has done in the past few years? I assume “not in the slightest”. But the concept is sound and one that we need to standardize sooner than later.

Of course, we also need UBI so that people’s lives aren’t tied to their jobs but that is a bigger mess.

*: Also, if you don’t think those aren’t already stitched and blended together with most of the same tech then I have a bridge to sell you


I’ll also add on that there are very good reasons to pay for models based on VAs. Brendan Fraser infamously permanently-ish hurt his vocal cords because of the performance that were expected of him in his prime. Same with a lot of VAs (I think David Hayter is one?) who basically need to smoke a pack a day when they are “in character” to get the right gravely voice. And while Stephanie Beatriz played it smart and made sure her “Rosa” voice was something she could maintain, a lot of actors and actresses basically can’t be the character they are famous for because it is killing them.


And pulling a solution out of my ass that is surely missing important aspects of the industry?

if I just want Nolan North or Felicia Day to voice a character then I buy the use of their model from their agency and am charged based on how much dialogue they have in a given game. If I want to use them as a character going forward (so what ANet tried with Felicia before they realized she was too expensive and decided to give Zojja permanent brain damage so she wouldn’t ever have dialogue again)? I can pay by line at a much cheaper rate.

But if I want Nolan North to do a voice that isn’t just Drake? Then I am paying him to train a new model and it gets a lot more expensive. And I can pay more to “own” that training data with the same caveats regarding future use. The main idea being that I want to make sure my Nolan North performance doesn’t end up in a competitor’s game next week.

Hildegarde, do games w Stellaris gets a DLC about AI that features AI-created voices, director insists it's 'ethical' and 'we're pretty good at exploring dystopian sci-fi and don't want to end up there ourselves'

Have any of the involved voice actors confirmed the claims made in the article? I’ve seen multiple articles on this game, and the only quotes are from the game’s director.

So far I’ve only seen one side claim this is ethical. That’s not enough.

Mirodir, do games w Stellaris gets a DLC about AI that features AI-created voices, director insists it's 'ethical' and 'we're pretty good at exploring dystopian sci-fi and don't want to end up there ourselves'

I’m not really up-to-date on voice synthesis. Have we reached the point where we can get enough training data from just a handful of voice actors to train a model of this quality?

Or is this a case of them using those voice actors for fine-tuning a pretrained model and just being quiet about that?

Dremor, (edited )
@Dremor@lemmy.world avatar
Mirodir,

Yeah, if Mozilla’s goal is 1200 clips/day and 2400 validations/day then I have a strong suspicion that Stellaris uses a pretrained model and there are no royalties for the people whose voices were used for the pretraining. Not that it would be feasible to spread royalties among that many people in the first place.

What could point against that suspicion though is that Stellaris doesn’t need a “perfect” model so maybe they can get away with much, much less. After all the whole gimmick is that it is in-universe AI. A (near-)flawless model would be (near-)indistinguishable from a regular voice actor. Then there would’ve been no need to hire a bunch of voice actors to train an AI in the first place.

Assuming that it is pretrained -> finetued though, the only hope is that those initial files were donated willingly and not scraped somewhere. Otherwise their “ethical” argument goes out the window.

Amaltheamannen,

They claimed they specifically used an ethical model with a license where they pay the person whos voice was trained on.

ricdeh,
@ricdeh@lemmy.world avatar

Why .fr lol?

Dremor,
@Dremor@lemmy.world avatar

Automatic added due to my browser language (I’m French)

TheBat,
@TheBat@lemmy.world avatar

I’m French

Sorry to hear that. Hope you make it through.

Dremor,
@Dremor@lemmy.world avatar

I could have had a worse fate… Like being American.

A_Random_Idiot, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

RTS games going mainstream are what killed my precious baby boy Command and Conquer.

God damn EA. Tiberium Wars was blegh, but what they did with Twilight… Thats just molestation of a corpse.

Khanzarate,

I liked tiberium wars.

One of my favorite games actually.

A_Random_Idiot,

Okay, and?

You’re allowed to like and enjoy things, even bad things… Hell, theres entire fandoms around liking bad things (like B-Movies), that doesnt make them less fundamentally bad. and it doesnt make you wrong for liking them.

Katana314, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

I’m wondering if better AI could save this genre. I always hated the fragility of any soldiers I wasn’t actively controlling, having idle workers, workers trying to chop wood in the middle of enemies, etc.

If the computer can take your high level commands but also put out logical low level ones, and maybe also punish high APM, it might restore some of the moderate-paced feel of the game.

PapstJL4U,
@PapstJL4U@lemmy.world avatar

Why would you punish high apm? Thats punishing people for being better.

If you free up actions, good players will use the free space for other options.

If it only taked 50% skill to defend an expandion, people will double expand or expand and attack at the same time.

Katana314,

It’s a question of whether to reward a player that can see that the opponent is using rock, take a step back, start building paper, and send them out even if they take time doing it; versus a player that just super-optimizes building an army of rock to send against armies of paper, and give them the best chance of winning by perfectly kiting every attack on the field.

There’s certainly an argument that some groups would like the tournament of APM, but I think a lot of people didn’t bother with high level StarCraft because they saw Koreans clicking 15 times a second and figured they can’t keep up. It’s like how fighting games work to demonstrate they’re not rewarding button mashing.

kibiz0r, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

I like the concept of an RTS.

Deciding how to invest my resources, where to expand, when to attack, defend, or retreat, scouting and countering my opponent’s plans…

…but when it comes to the physical act of doing this stuff, it feels so horribly awkward that it’s like I’m fighting the UI more than my opponent.

Clicking and dragging selection boxes as if my troops are always in a rectangle formation? Right-clicking to attack but accidentally moving instead… And ugh, the endless series of tedious build queues.

The actual mechanics feel more like data entry — the kind with real bad RSI — than military leadership.

ampersandrew,
@ampersandrew@lemmy.world avatar

FYI, there are a handful of games that put unique spins on the genre out there. Most of the ones I can think of off the top of my head put you in control of a “cursor character” that’s like a commander. It puts a speed limit on APM, which I think gets the genre back to focusing on strategy. There’s also Northgard, which is like a cross between an RTS and a 4X game, and pieces of the map are tile-like, so rather than this unit moving to these coordinates, you’re commanding a unit to move from this tile to the one next to it. Then there’s the Total War series, where the battles are slow paced, and the macro level resources are handled in turn-based strategy.

bionicjoey,

Mount and Blade (Warband, WFAS, and Bannerlord) is another that I would say puts a unique spin on RTS. You are down on the ground with your troops and need to give orders like when to have certain troop groups attack, retreat, change formation, etc. You have the opportunity for your own skill as a fighter to matter, but once the battles reach a certain size, it becomes far more important to have a tactical advantage than to just be good at fighting yourself.

AHemlocksLie,

You may enjoy Zero-K more than most other RTS, at least. It’s in the Total Annihilation style like Supreme Commander or Beyond All Reason. One of the ways it sets itself apart is with a diverse array of commands you can issue to your units so they can micro themselves. I haven’t played much of it, so I can’t give a ton of examples, but it has commands to do stuff attack while maintaining distance, compared to how StarCraft 2 forced you to learn to stutter step your Marines, manually alternating between moving and shooting.

It’s also free and open source, based on the Spring engine, and available on Steam. It felt like it played well and was filled out well in terms of mechanics and units when I gave it a try a year or so ago, but I just haven’t been playing any RTS lately.

Cowbee, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO
@Cowbee@lemmy.ml avatar

Same thing happened to Bethesda games, each is more popular than the last and each has lost more of its magic.

magic_lobster_party, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

RTS games demand so much time and patience from the player to learn. What’s the proper build order? What’s the best unit composition? How many workers should get allocated for each resource? These things aren’t always obvious. And you don’t have time to read all descriptions because the time is ticking.

Not to mention good APM and battle tactics.

Shooters are much easier to understand: aim and shoot. You don’t need to follow YouTube guides to understand that.

A_Random_Idiot,

Shooters are much easier to understand: aim and shoot. You don’t need to follow YouTube guides to understand that.

They demand so much time and patience. Whats the best weapon load out, where to move to be safe from fire, how to avoid enemy snipers, trying to figure out the excessive complexity of what WSAD does.

RTS games are much easier to understand. You drag a box around your units, and click the enemy and watch them blow up. You don’t need to follow youtube guides to understand that.

magic_lobster_party,

My point is that there’s usually an easier level of entry for other types of games. You aim and shoot, and you get instant feedback if you succeeded or not. You don’t need to understand advanced meta to get this, although it can help.

For many RTS games it can all be dependent on how fast you expanded your economy, not on how you play your units. You can fail the entire game because of bad gameplay early.

Drummyralf, (edited )

You don’t meed to have any advanced meta knowledge to play most games. There are options like playing against easier ai’s or similarly skilled players.

Look at some Low Elo Legends from the game Age of Empires 2 on Youtube from T90. Most don’t use advanced meta.

Heck, I as a kid never used advanced meta and had loads of fun.

The internet TELLS you that the latest meta is necessary and that you play suboptimally. But they’re just optimizing the fun out of the game for you if you’re not that kind of player.

This mentality is even worse in competetive shooters. People playing the latest “meta” even though they don’t realize they don’t even have the skill to pull that meta off. I wish the “internet” would just let players have fun in their own way. And that playing games “suboptimally” can still be just as fun and rewarding an experience.

/rant

cynar,

I think the key difference is that it’s “easier” to apply a meta to a RTS game. In shooters, the meta often involves quick reflex decisions, where to hide, where to shoot etc. This is hard, and requires practice. It also means there is a significant number of players not applying it, or doing so sub-optimally.

With RTS games, the metas are easier to apply. This means that, in human Vs human games, the newer players often get flattened. It also means that far more complex metas can be developed and applied.

Shooters tend to back load the difficulty curve. It’s easy to get into them, and not do badly, but hard to do well. RTS games tend to front load the difficulty. You need to get over the initial hump to get “ok” with it. Once over the hump, the curve smooths off and you get good fairly rapidly.

One of the big differences between nerds and normals is that nerds enjoy punching through that wall. The difficulty is seen as a challenge, not an impediment. Most people want a faster feedback loop on the dopamine reward. FPS type games deliver that extremely well.

haui_lemmy,

Important addition: the majority of people isnt equipped for this kind of game. Patience and ability to grasp this kind of thing is what makes the computer nerds the computer nerds.

Programming and sysadmin stuff isnt really popular either for that express reason.

Vex_Detrause, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

There was one on Xbox original where you talk using the headset. It’s military with tanks, etc. Its like "unit 3 attack objective A… All units hold… Unit 3 patrol… It was awesome but the campaign was short and as far as I remember there was no skirmish/play with PC.

EncryptKeeper,

Tom Clancy’s End War?

WarlordSdocy,

I think that is a separate genre of games now, I’ve seen a few different games like that.

camr_on,
@camr_on@lemmy.world avatar

Endwar! I remember yelling into the mic to attack because it never understood me lol

SteveNashFan, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

Star Wars: Empire at War is a classic with more nontraditional gameplay and light 4x elements (no diplomacy). The modding scene is rich too, with Thrawn’s Revenge for the EU and multiple Clone Wars mods.

Potatos_are_not_friends, do games w The RTS genre will never be mainstream unless you change it until it's 'no longer the kind of RTS that I want to play,' says Crate Entertainment CEO

Going to throw a shout out for Against The Storm.

It takes my favorite part of Age of Empires (setting up the dang base) and distills it into the perfect game.

Now if someone can figure out how to make the other half (the combat) really good.

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