
Military history, video games and miniature wargaming.
RPGs, single player FPS, RTS and 4X, grog games.
Passionate about complaining about Warhammer.
Catholic, socialist, and an LGBT+ ally.
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writing for games is not so straight forward, which is exactly why we shouldn't be putting game dialogue in the hands generative algorithms šļø
this is a defense of the Hobson's Choice, a quirk of games writing deemed by some as a 'problem' to solve. š²
one good use of generative for AI would be for populating/filling out open world games to have verisimilitude in terrain, city and population sizes, how many wheat fields are there...
It's basically only a thing a select few nerds would care about and it would be cruel to have game designers work on this world filler. Plus, nothing stopping them from returning to AI Generated Balmora (population: 50,000, not counting slaves) and giving select few spaces lively touches.
"wait, wouldn't this just baloon install sizes for very little gain?"
Ah, eto... Bleh!
My genius idea was that the game setting and style would have been better utilized in turn-based tactics game about the unified Arc forces trying to finally make a successful landfall.
I was a stupid boy and I'm barely smarter now.
Any time I see a game with in-depth character and gun customization like xDefiant or Insurgency, I go "wow, this would be way much cooler in a single-player game."
Somewhere along the way, I broke my brain that games have to have a point, and a point is only there when there's a single player story - a story that ends.
I'm thinking whether that has anything to do with me using multiplayer titles to escape having to do other things or play "harder" but more "worthy" games like Disco Elysium.
I could pretend to have a more righteous reason here, what with all the insane unlock grind shit in War Thunder, but my other download-play-uninstall-download-again-later title is Verdun/Tannenberg/Isonzo, and those are addictive without much in the way of unlocks.