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alisonatwork | 2 months ago
I think the challenge of trying to make an "endless" game using an LLM is the same challenge that all procgen games face - they are boring for people who are seeking a well-paced narrative. There are players who enjoy the mechanics of looting/crafting/trading/etc who will gladly play games where the story is incidental or emergent, but if you're specifically looking for something with a bit more narrative depth, I'm not sure procgen will ever work. Even if there is a system that tries to project coherent storylines onto the generated world, you still need the player to do things that fit into a storyline (and not break the world in such a way that it undermines the storyline!), otherwise the pacing will be off. But if the system forces the player into a storyline, then it breaks the illusion that the world was ever truly open. So you can't have it both ways - either there is a narrative arc that the player submits to, or the player is building their own narrative inside a sandbox.
AAA games try to have it both ways, of course, but it's always pretty clear when you are walking through procgen locations and leafing through stacks of irrelevant lore vs when you are playing a bespoke storyline mission that meaningfully progresses the state of the world.
JKCalhoun|2 months ago
In this way I imagined in time a world larger and richer than any that had come before it—where you could really just keep going, keep playing, never see all of it.
alisonatwork|2 months ago
So the tools already exist, but it seems to me that they primarily appeal to a very specific type of gamer, one that doesn't have much overlap with the type of gamer who would like an "endless" open world or the type of gamer who would like a tightly-plotted narrative experience. I think it's more something that appeals to fans of table-top RPGs, people who are looking for a collaborative storytelling environment.
I think many gamers have the imagination of an epic infinite metaverse style game, but then when they actually get the opportunity to participate in one, it turns out that that's not really what they wanted after all, because it requires a level of creative labor that they weren't expecting. This is why I think the market has naturally segmented into sandbox builders, survival/roguelikes, traditional narrative adventures etc.
breve|2 months ago
Those are MOOs. They're fully programmable in MOO code. Here's the original MOO: https://lambda.moo.mud.org/
There's no point to a MOO other than to be itself, although LambdaMOO does have an RPG system in it you can play: https://en.wikipedia.org/wiki/LambdaMOO
Server resources: https://www.wrog.net/moo/
Programmer's manual: https://www.wrog.net/moo/progman.html
yduJ's venerable duck tutorial: https://jkira.github.io/moo-cows/docs/tutorials/wind-up-duck...
glimshe|2 months ago
LLMs are limited today, but one day they may be able to provide the well-paced narrative you're talking about. The LLM would be a skilled fiction writer that would introduce interesting events as I explore the world.
If I decide to go to a bar and talk to random strangers, it could give me interesting life stories to listen without any action. But, suddenly, a mysterious man walks in, gives me a sealed envelope and departs without saying a word... What is in the envelope?
shevy-java|2 months ago
You can do this with regard to a MUD too, but typically out of character and not every MUD would allow OOC chatting within the game world, as that is disruptive to those players who seek immersion.
It seems to me as if you may not have found a good roleplaying MUD back when you played MUDs. You may be missing out on that experience. I retired from playing MUDs about 11 years ago permanently, but the in-world roleplay was the only thing that was interesting to me since it was the creation of a unique storyline potentially involving many other playercharacters.
alisonatwork|2 months ago
The thing I love about computer games is that I can go through them at my own pace, pause whenever I like, hang around looking at a cool visual, go back to an old save and try something different, whatever. Multiplayer takes all that freedom away because everything has to progress on somebody else's timetable, which isn't as fun for me. Nowadays being expected to perform on a time limit just reminds me of work, which is the last thing I want when I'm playing a game.
miki123211|2 months ago
That is more like "computer tabletop", however, and doesn't scale beyond a small number of players.