this post was submitted on 25 Oct 2025
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I don't think it would be easy to map free form text to game behavior. Not just like "make the NPC smile" but complex behavior like "this NPC will now go to this location and take this action". That seems like it would be very error prone at best.
How do you think most game scripting engines work?
Nowadays game engines don't rely on strictly speaking hardcoded behaviour, but rather are themselves just a scripting environment to execute a specific format of code.
Skyrim is still the perfect example because it gives you the ability to literally do anything in the world, via a scripting language.
Instructing NPCs to behave in a specific way is also done through these scripts. And LLMs - especially coding fine-tuned ones which could be tied into the execution chain - can easily translate things like
<npc paces around>to specific instructions so the NPC walks up and down at a specific distance or in a circle or whatever you want it to do.You're seriously over-estimating the work it takes on even crappy, but modern engines to get certain things to happen. Especially when it comes to things that are already dynamically scripted. Like NPCs.
LLM generated code is notoriously bad. Like, "call this function that doesn't exist" is common. Maybe a more specialized model would do better, but I don't think it would ever be completely reliable.
But even aside from that, it's not going to be able to map the free form user input to behavior that isn't already defined. If there's nothing written to handle "stand on the table and make a speech", or "climb over that wall" it's not going to be able to make the NPC do that even if the player is telling them too.
But maybe you're more right than I am. I don't know. I don't do game development. I find it hard to imagine it won't frequently run into situations where natural language input demands stuff the engine doesn't know how to do.
Okay I won't even read past the first paragraph because you're so incredibly wrong that it hurts.
First generation LLMs were bad at writing long batches of code, today we're on the fourth (or by some metric, fifth) generation.
I've trained LLM agents on massive codebases that resulted in <0.1% fault ratio on first pass. Besides, tool calling is a thing, but I guess if I started detailing how MCP servers work and how they can be utilised to ensure an LLM agents doesn't do incorrect calls, you'd come up with another 2-3 year old argument that simply doesn't have a foot to stand on today.
lol if you had read the rest of my post you would have seen I admitted you might be right. But go off, I guess.