How so? I don't remember having identical characters or doing exactly the same things after the Privateer's Hold each time I'd start a new game.
I think you misunderstood what I was trying to say.Hurricane Otter wrote: ↑Thu Mar 30, 2023 3:27 pmPeople still think about chatbots as if it were 2005
I did not imply that chatbots of the past are in any way comparable to the current deep learning AIs -- this would be just incorrect.
What I'm saying is that when you suggest implementing a system in Daggerfall when the player chats with NPCs, this could be done back in 1996, with very crude methods compared to what can be created today, but still. But the developers chose not to do it. And I think there were reasons why it was decided that way, based on how the game was structured in general.
Is there any evidence that the AI in its current state can act as a human DM?Hurricane Otter wrote: ↑Thu Mar 30, 2023 3:27 pm But if it doesn't make any sense to you, the idea of an AI with human-level intelligence acting as built-in dungeon master, that can create custom dialogue and custom quests and even campaigns in the style of Dungeons and Dragons, in a game which was literally modeled off Dungeons and Dragons... ¯\_(ツ)_/¯
There's a topic at Doomworld where users prompt ChatGPT to invent and describe a map layout for them, and then they map it after those directions. The output is sometimes hilarious, but the descriptions it produces are for the most part bland and generic. I know this might not be the best example and possibly not representative of the current, cutting-edge version of ChatGPT or a similar AI, but still.
You've not answered any of my questions in the above post, namely: even if you have a human-level AI running the game, what advantages will there be compared to a carefully made algorithmic quest system? Alright, let's assume the AI can play make-believe and give a unique voice to each NPC -- although there are so many of them and interaction is generally so limited that they don't really need unique voices. But okay, that might be a nice cosmetic change.
But what about quests? Imagine a human DM being able to put together a quest on the run as you play. Wouldn't all the quests still be, go there, fetch that, or kill monster/character X, or talk to NPC what's-their-name? Doesn't this system of limitations already undermine what could be considered unique quests? What else could you propose? What could the AI do that cannot be done by quest authors?
From my knowledge of how actual tabletop RPGs are played, a serious DM will prepare an interesting and unique story in advance, invent various locations and parts of the setting and then adjust to what the players do (or try to railroad them into the predefined story, depending on the situation). In Daggerfall, the equivalent of this is the main quest plus the game world itself as it implements the playing mechanics (overseen by the DM in tabletop RPGs). Do you intend the AI to make up a different main quest on the fly?
Also, aren't players supposed to engage in a little make-believe themselves? You could imagine any story on top of what's happening on the screen if you so like. In fact, I find that Daggerfall is more suited for this kind of roleplaying exactly because there are obvious limitations to its realism, like relatively simplified visuals, as compared for example with Morrowind which tries to be more realistic but falls short (IMO) in many areas to produce an impression of a living world.