this post was submitted on 25 Oct 2025
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That's... not what this is about?
The point of integrating AI into games is to provide further diversity within the game.
Think Skyrim. By default you're limited to 3-4 discussion options, right? Imagine now, if you will, that you could just... type in anything, including emotional markers, and have the characters respond interactively to the statement and tone. No longer are you bound by limited dialogue in RPGs.
visual generative AI will just spice up the visuals - hopefully. Things like repetitive textures and such will disappear as the game generates brand new textures for each grid element. Or create tons of background characters without the need to specify them. The list goes on.
It would be interesting if NPCs could react believably to free form input from the player, but that seems unlikely to be reliable. I'm not sure how you'd map the text to in game actions.
Like, you could have the LLM respond with "ok I'll let you have my horse if you leave in the morning, and solve the zombie problem" but it's not trivial to make the game world respond to that. Not even counting it breaking out into "sorry as an LLM I can't ..."
Yes it is trivial.
LLM can already do tool calling, emotion metadata output and so on. It would take minimal effort for a well tuned model to also output things like facial expressions, body language, hand and body movements and so on.
It's very obvious in this thread that you have hands on experience and many others do not. 20+ years professional SWE here, a majority of it applied ML/big data/etc. LLMs are really bad at many things but specifically using them as a natural language layer over NPC interactions would be relatively easy and seems like a great use case honestly.