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by turtleyacht 491 days ago
Bespoke audio. Command your characters with your voice, not just the mouse. (They might argue or remind you of their other abilities or tactics if they don't feel you are utilizing them maximally.)

The opponents have to use it too, which can open new game mechanics around silence or distracting noise.

Jealous NPCs. Space-sim banter. Follow-up plot points based on adhoc conversations.

What if we can't click the right dialogue all the time; we have to convince them from our experience.

1 comments

All of these are theoretical use cases and too infeasible/expensive to implement currently in video games, with the best tech demos of such genAI not being "interesting"/additive to the game experience and indistinguishable from AI slop.

The difference between genAI and procedural generation in gaming is that procedural generation is still strictly bound by rules and can be QAed/fixed if there are errors. Not so with genAI.

That's a good point. I missed the procedural part and sort of jumped at the genAI bit. Their post was briefly my minute's muse.