The author of Dragon Age does not believe in the narrative created with the help of AI, calling the results “nondescript” and “soulless”
Dragon Age author David Gaider shared his thoughts about "Unserround" And "soulless" Nature of procedurally generated dialogs with the help of AI, as well as pre -shows failure to develop the technology, being not foreseen by its current restrictions.
Oh yes. Dream of procedural generation of content. Even Bioware went through a few iterations of this: "What if we do not need every conversation to be individual? Unlimited playing time with a procedural creation of dialogs along with procedural quests!.
– Write Gaider on Twitter, referring to a new article on Guardian, which discusses the potential possibilities of applying AI scenarios in future video games.
The article is partially devoted to the demo version of the game called Smallville, which used ChatGPT to generate conversations among 25 NPC, while the characters were engaged in their simulated life in the sandbox world.
June Sung Park, one of the authors of the study, believes that small indie developers can start introducing AI of the ChatGPT type in their development process in a year and a half, and more widely distribution of technology is possible in about five years. Currently, the integration of AI into video games to any significant extent is an expensive prospect, fraught with potential problems.
However, during prolonged communication on Twitter, Gader is still skeptical of the short-term use of AI in games. Describing his own experience with technology, the veteran developer noted that his team in BioWare "collectively believed" several times that the procedurally generated conversations and AI-content can work. However, according to Header, with each attempt the final results turned out to be "Non -vice" And "soulless".
He further noted that future developers may well come to the conclusion that AI tools can generate decent content taking into account the specific situation if they provide the correct initial data, but he himself does not share this opinion.
The problem was not in lines. The fact is that the procedural generation of content for quests leads to the creation of something like a quest. Of course, there are the necessary rhythms in it, but the final result is no better than in a typical MMO quest "Bring me 20 beacon heads".
Gader continued that developers who convince themselves that AI can generate deep, individual narratives, unlike what he describes as "superficial content that covers the foundations, but does not go further", They may fail.
I argue that such AI will do the same as we: he will create something * form * similar to the narrative built from his ready-made fragments. Because this is what he does. This, however, will not stop many developers’ teams from the idea that he can do more. And they will fail.
Some leading entertainment workers and individual games developers have already announced their interest in using AI, and Disney Director General Bob Iger said that the introduction of this technology may become "destructive". Earlier this year, Ubisoft introduced a new tool for writing scripts using AI called Ghostwriter, supposedly to help the scriptwriters create more believable replicas for their NPCs.
However, as noted in the Guardian article, many other companies declared their unwillingness to introduce and writers into their games, referring to artistic objections and fears about problems such as random plagiarism, as well as the simple fact that some, as a guider just consider the final result to disappointing.