Basically a deer with a human face. Despite probably being some sort of magical nature spirit, his interests are primarily in technology and politics and science fiction.

Spent many years on Reddit and then some time on kbin.social.

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Joined 7 months ago
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Cake day: March 3rd, 2024

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  • Ooh, I just tried it out and I can tell I’m going to love it - if not this specific plugin (the UI needs some work) then this general concept of a plugin.

    I just popped over to Youtube and went to a ten-minute video of something or other, clicked the “summarize transcript” button, and within a few seconds I had a paragraph-long summary of what the whole video was about. There have been sooo many Youtube videos over the years that I’ve reluctantly watched with a constant “get to the point, man!” Frustration. Now I’ll know if it’s worth it.













  • The implicit guardrails these companies are going to add which will complicate things.

    That’ll just have to be part of evaluating whether a game is “good” or not, I guess. If game companies hobble their NPCs with all sorts of limitations on what they can talk about then it’ll harm the reception of the game and drop its metacritic score.

    I do see some interesting hurdles that were likely never imagined when the rules were written. How do you come up with an ESRB rating for a game where you don’t know what topics your NPCs might talk about or what sorts of quest lines might ultimately be generated?

    Numerous game-breaking states because you’re risking a more traditional Dungeons & Dragons Dungeon Master problem where your party somehow has failed to ask an NPC the right kind of questions or even consider that they might have information relevant to the campaign. How do you get this information across if the player isn’t somehow prompted to attempt it?

    That seems like something that an AI-driven game might actually be better at, if properly done. The AI could review the dialogue the character has participated in so far and ask itself “has the player found out the location of the cave with Necklace of Frinn yet?” And if it sees that the player just keeps on missing that vital clue somehow it could start coming up with new ways to slip that information into future dialogues. Drop hints and clues, maybe even invent a letter to have delivered to the player, that sort of thing.

    Whereas in a pre-scripted game if a player misses a vital clue they might end up frustrated and stuck, not knowing they need to backtrack to find what they overlooked.

    I think this AI stuff is a cheap cop-out that uses way too much energy for a weak result.

    If the games using AI aren’t good then they won’t sell well. This is a self-correcting problem.


  • Yeah. IIRC the only out-of-pocket costs from my whole experience was the occasional cafeteria food and the parking fees.

    Of course, none of this is to say that we shouldn’t always strive to be better. There’s always room to improve, if only because medical technology itself is steadily improving so we need to keep up with that. But it’s good to recognize that the situation’s really not all that bad as it is right now.