So far research suggests the guardrail and hallucination problems are unsolvable, and we are seeing diminishing returns from increasing the complexity of these systems.
Hence devs will never have the necessary control required to author an actual narrative. NPCs will end up talking about mechanics that don’t exist, or saying things that contradict an overrall narrative.
Even with actual people, if you just throw them in a room and have the improv a world into existence, it never ends up quite as good as a properly authored narrative.
And LLMs are nowhere near achieving the level of internal consistency required for something like the worlds of Elden Ring or Mass Effect.
Baldur’s Gate 3 contains truly staggering amounts of writing, multiple times that of classical literary works. The hallucination problem means that if all that were AI generated, small parts of it might pass inspection, but trying to immerse yourself in it as a fictional world would have you noticing immersion breaking continuity errors left and right.
I’m not sure whether you’re kidding, but I wouldn’t complain either.
Five and six are not good games, but played in co-op, slightly drunk, they are a riot of cringe, ridiculousness and camp.
We laughed our asses off in the Ada story sections where the second player constantly pops into existence as a faceless “agent” because Ada doesn’t normally have a companion, but they had to make her sections somehow playable in co-op.
They key for gyro aiming on a console where the screen is attached, is to get the movement to be as one to one as possible, to make it work as if the screen is a portal into the game world that turns in a matching direction as you move the device.
I had this revelation back with the PS Vita, where Killzone Mercenaries worked this way by default. It was magical for an FPS game to play that well on the tiny vita with its miniature analogue sticks.
The joystick camera input and gyro also worked in concert, I’m fairly certain the game hybridized the input signals such that if you moved the device to correct your aim, that would override any current input signal from the stick, making it possible to correct overshoot and undershoot in a way that almost felt like the console was reading your mind.
I’ve not been able to get that with steam input, but you can get close.
I’m really keen on playing a rhythm game with this level of presentation. Hi-Fi Rush left me thirsting for more rhythm games that have more character and impeccable style.
Those are still what I would consider “sketches”. Just not the two-dimensional kind.
There are a couple more detailed assets, but tubes and boxes laying out locations, interiors and buildings is something you do when still exploring ideas and don’t want to lock anything down.
The written material suggests the writers got the furthest into it. But this is very much planning, not production.
There has always been ways to make stupid money in the game.
My favorite has been to cozy up to a local faction so I can get assassination assignments that pay the big bucks, and void opal mining was still super lucrative last I checked.
Bounty hunting is a bit slow, but taking on a a mercenary contract with a faction to fight for them in conflict zones pays well IIRC.
The real grind is engineering your ships and weapons, though that was also improved significantly by making it so re-rolling your mods can only make them better, never worse.
Edit: Do people actually like them that much? They make me feel like bugs bunny, not the doomslayer.
I don’t care if others enjoy the game, that’s fine. But Eternal is unplayable for me because of that tiny tonal shift that has me cringing to death every time I get a headshot or a glory kill, and I wish it weren’t.