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Re:I replaced Animal Crossing's dialogue with a live LLM by ... by malfist on Wednesday September 10, 2025 @12:43AM (#45193383)
I used to care about repeat scripted dialogue like you, until I took an arrow to the knee
Re:I replaced Animal Crossing's dialogue with a live LLM by ... by Arisaka1 on Wednesday September 10, 2025 @03:16AM (#45194317)
Yep. I can see how relying on non-repetitive dialogue generated by LLM's will inevitably make us lose common ground scenarios that end up being memorable moments, like the arrow to the knee from Skyrim or "such devastation! this was not my intention" from Final Fantasy 14. A way to bypass this problem is to keep the important dialogue fixed, but this only one of the problems.

Another issue would be emphasizing the meaninglessness of the dialogue. For example, playing Trails in the Sky has lots of NPC dialogue that's repetitive, but at least the dialogue is relevant with how the NPC's life progresses in the grander scheme of things, such as having difficulty with her entrance exams, or having an argument with his fiancé. It's not main dialogue but adds flavor for anyone who cares about the world enough to interact with the citizens.

I don't think I'd like to interact with characters that I know whatever it is they have to say is generated on the fly and adds nothing other than random tidbits. The novelty would quickly wear off.

Re:I replaced Animal Crossing's dialogue with a live LLM by ... by maplethorpe on Wednesday September 10, 2025 @04:07AM (#45194698)
Instead of generating truly random dialogue, you could choose to only generate random seeds within a certain number range, so that the probability that two players seeing the same line of dialogue increases, while still having enough variety for it to feel "random" to a solo user.
Re:I replaced Animal Crossing's dialogue with a live LLM by ... by ares623 on Wednesday September 10, 2025 @04:13AM (#45194739)
I agree. An important aspect would be lost. It would be as interesting and relatable as sharing that dream you had last night with your friends. “Uh huh. Cool story bro.”
Re:I replaced Animal Crossing's dialogue with a live LLM by ... by cubefox on Wednesday September 10, 2025 @03:55AM (#45194604)
A better application of LLMs could be merely using them as a text parser in text adventures. NPCs could continue to have some hidden, hard coded information or abilities, here stored in the context window, and the LLM is used to provide that information to the the player he (or she) puts in roughly the right words. Rather than exactly the right words.
Re:I replaced Animal Crossing's dialogue with a live LLM by ... by vidarh on Wednesday September 10, 2025 @04:56AM (#45195061)
It doesn't need to be random tidbits. You can add "life events" for the character to the prompt, and steer the responses heavily toward the character wanting to talk about those. With an LLM in the picture, you can even have the character remember past interactions with you, and expand on it different ways depending on how you interacted with them.
Re:I replaced Animal Crossing's dialogue with a live LLM by ... by latexr on Wednesday September 10, 2025 @05:50AM (#45195421)
> will inevitably make us lose common ground scenarios that end up being memorable moments, like the arrow to the knee from Skyrim or "such devastation! this was not my intention" from Final Fantasy 14.

GLaDOS from Portal would offer one player pudding and another one a steak. You get to a wall which says “the ravioli is a fraud” and become utterly confused.

Re:I replaced Animal Crossing's dialogue with a live LLM by ... by malfist on Wednesday September 10, 2025 @10:54AM (#45198681)
It's the whole debate about carefully created vs procedurely generated. LLM created dialog with be a vapid, vacuous and sterile as starfield was, or No Mans Sky