writing for games is not so straight forward, which is exactly why we shouldn't be putting game dialogue in the hands generative algorithms ποΈ
this is a defense of the Hobson's Choice, a quirk of games writing deemed by some as a 'problem' to solve. π²
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!


