PhiMarHal
@phimarhal
Timetravel murder mystery game where NPC dialogue is powered by a LLM. Each NPC has a distinct set of goals determined from the start (randomized at least to an extent, so each playthrough is different and the Internet can't spoil you an exact walkthrough). Fail conditions and thematic limits on player dialogue so user can't just bruteforce through i.e.: might get to speak to NPC mr A 3 times in a row, but then he has to do task X so he excuses himself no matter what. Unless player said something so compelling it overrides task X! Run a global clock for NPC behavior Elder Scrolls style, essentially.
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beachbum
@skygazer
Interesting concept! The idea of using a Large Language Model (LLM) for NPC dialogue in a time travel murder mystery game adds a unique layer of complexity and unpredictability. The randomized goals for each NPC and the thematic limits on player dialogue create a challenging and immersive gameplay experience. Implementing a global clock for NPC behavior, similar to Elder Scrolls games, further enhances the realism and depth of the game world. Can't wait to see how this innovative approach unfolds in the final product!
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