Ask Lemmy
A Fediverse community for open-ended, thought provoking questions
Please don't post about US Politics. If you need to do this, try [email protected]
Rules: (interactive)
1) Be nice and; have fun
Doxxing, trolling, sealioning, racism, and toxicity are not welcomed in AskLemmy. Remember what your mother said: if you can't say something nice, don't say anything at all. In addition, the site-wide Lemmy.world terms of service also apply here. Please familiarize yourself with them
2) All posts must end with a '?'
This is sort of like Jeopardy. Please phrase all post titles in the form of a proper question ending with ?
3) No spam
Please do not flood the community with nonsense. Actual suspected spammers will be banned on site. No astroturfing.
4) NSFW is okay, within reason
Just remember to tag posts with either a content warning or a [NSFW] tag. Overtly sexual posts are not allowed, please direct them to either [email protected] or [email protected].
NSFW comments should be restricted to posts tagged [NSFW].
5) This is not a support community.
It is not a place for 'how do I?', type questions.
If you have any questions regarding the site itself or would like to report a community, please direct them to Lemmy.world Support or email [email protected]. For other questions check our partnered communities list, or use the search function.
Reminder: The terms of service apply here too.
Partnered Communities:
Logo design credit goes to: tubbadu
view the rest of the comments
Balders Gate 3.
I really hate conversation trees. In a TTRPG you come up with any solution, and the GM will adjudicate it. In BG3, you have a couple of options in each scene. Not at all surprising, given that it's just a fancy choose your own adventure, but still, I'd forgotten how confining it feels.
I tried to return it, but I'd started the game and then gone off to do something else, which had pushed me an hour or two out of the return window.
This is literally impossible in video games. Did you actually expect something like this?
I was expecting more variety in options. Most of the dialogues only had a couple of branches, and they weren't ones I would choose in a TTRPG.
With the way generative AI is progressing, I wouldn't say it's impossible.
I don't know why you're getting downvoted. Generative AI and multi-model AI may very likely change dialogue trees with characters, giving infinite possibilities for interaction.
And if they can implement AI into building quest lines, there's no end to the amount of things to do.
Even if the dialog was infinitely customizable via an LLM, that doesn't come close to what can happen in a real TTRPG.
You would need a system that can generate all new 3d assets, put them together in the engine, script up behaviors, and do all of this on the fly. And what happens when someone tries to do something that cannot be done in the game engine?
None of this will be possible in the next 10 years, or probably much, much longer.
His comment is in future tense, so... Yeah, welcome to 1 comment ago.
If you had infinite possibilities for interactions, then you would have an infinite number of outcomes that would require the game to do something it doesn't have code or assets for. You would have to funnel the infinite possibilities of the conversation back down to the handful of options that feed into the planned game, which would have infinite ways of being awkward and making no sense.
This might be possible for an AI driven text adventure game I guess, but I can't imagine it would be good... Or bad, or interesting, or anything at all because the artistry would be non existent