There are some existing video games that incorporate LLMs or diffusion models. So in one sense, that’s probably very doable.
But I think that it’s probably going to be a slow process. There are probably going to be dead ends. I kind of suspect that early games, even if they’re technically-novel, probably will suffer the same problems that past video games did before they matured. End of the day, a video game needs to be fun, and just throwing a new technology like a powerful graphics card or a fancy natural-language parser or whatever at it doesn’t get you to that fun game. I think that it’s going to take quite some years of game developers iterating to incorporate generative AI stuff well.
That being said, there are some things I’d like to see tried.
My guess is that it’s probably possible to create to develop some sort of social-media-based video game that generates a choose-your-own-adventure style video game, remembering story branches generated by other users to take advantage of human-assisted creation, and trying to show “top” story forks. Like, make the bar low, use voting or link tracking or something to determine what story branches people like, and show those.
I’d like to see some kind of system for tracking world state that isn’t purely based on having an LLM look at the entire preceding text for context. That’s a pretty inefficient way to store world state, and implementing game logic at the LLM level is, I think, going to be problematic. Think of something like, oh, a game system like Inform/TADS/glulx-based interactive fiction. You have objects and properties and a game engine that handles tracking them and their interactions. But you try to get an LLM to generate text for those objects.
There are some games that use diffusion models, either statically or at runtime, to generate illustrations, where the number of permutations would be impractical for a human artist. The ones I’ve seen have been adult-oriented; I don’t know how the field has developed, and there may well be a lot more out there now.
One thing that I think could be done today is to start using procedurally-generated voices. Generative AI can do pretty decent voice synthesis. Video games are good at doing procedurally-generated text, but if you do that, you don’t get voice audio. That’s not really a game genre, but it’s a way in which one could provide some neat added functionality. I think that to really take advantage of this, there’d need to be a training corpus of text annotated with emotional information and such, but I’ve seen people doing this in a usable form for game mods.
It was a controversial decisin because iirc Motion Twin stopped development to produce Rogue Prince of Persia, not because they couldn’t, and didn’t allow anyone else to continue development.
It was (allegedly) a lot more complicated than that. A non-exhaustive summary is that:
Dead Cells was created by Motion Twin which is explicitly a worker coop which has a lot of implications on business decisions and what projects they work on. When they were mostly churning out web games and mobile slop, it was great. When they suddenly had one of THE biggest indie games on the planet? And a corporate structure that fundamentally limits the size of the company?
Some people wanted to keep working on that to make money. Others wanted to keep making new games. So it led to spinning off Evil Empire (explicitly not a coop) to support Dead Cells but with creative control still going back to MT.
So it was pretty much inevitable that they would go their separate ways with Motion Twin doing their own new game and Evil Empire doing Prince of Persia.
I stopped playing the game about 5 years ago and I wish they had stopped screwing with the game even then. They kept changing core aspects of the game and pulling the rug out from under players.
<span style="color:#323232;">/home/myuser/Games/er_reforged/ERRv2.0.1.1-541-2-0-1-1-1762909215/ERRv2.0.1.1/internals/modengine/bin/me3: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.39' not found (required by /home/myuser/Games/er_reforged/ERRv2.0.1.1-541-2-0-1-1-1762909215/ERRv2.0.1.1/internals/modengine/bin/me3)
</span><span style="color:#323232;">[RED]Error:[/]
</span><span style="color:#323232;">me3 failed to launch due to error code 1: Unknown
</span>
Not finding a lot of hits online for this problem. I think updating glibc can be kind of dicey?
Might be permissions of whichever environment you’re running the sh in? Or potentially it wants that exact version, I’m only mildly competent at Linux at this point.
This is the only downside of console gaming. I’d love to be able to check this out. Not spending two grand on a gaming PV only to either fight with windows or take a college course on how to use Linux.
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