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How do you feel about AI chatbot NPCs?

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Val the Moofia Boss
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How do you feel about AI chatbot NPCs?

Post by Val the Moofia Boss »

These are starting to be a thing in high production value Chinese online games. Where Winds Meet has one, and Mihoyo's upcoming Animal Crossing-esque game Petit Planet has one too. Supposedly Pom Pom in HSR is going to get an AI chatbot function too.This was also kind of a thing back in the day with certain MUDs and Western MMOs like Everquest which required you to type in keywords when interacting with NPCs.

Do you prefer NPCs that have handcrafted text that an author/writer wrote and is intentionally trying to communicate to you the player? Or are you fine with having your limited free time spent on reading algorithmic text within the parameters set by the NPC designer?
Last edited by Val the Moofia Boss on January 17th, 2026, 22:51, edited 1 time in total.
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Post by Maledict »

I just think of how the data centres are eating up electricity and water.
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Post by TKVNC »

Maledict wrote: January 17th, 2026, 22:51
I just think of how the data centres are eating up electricity and water.
They're going to put poor people onto treadmills to create energy as a job, once AI takes all their work away.

Our version of the Matrix is really quite boring.
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Post by Algol »

If it's done in the same way as the AI-powered NPC dialogue in Morrowind mod, then it's pretty cool I'd say.
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Post by Tangerine »

It puts ****** writers out of a job, so I approve.
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Post by TKVNC »

Algol wrote: January 17th, 2026, 23:46
If it's done in the same way as the AI-powered NPC dialogue in Morrowind mod, then it's pretty cool I'd say.
Well, unless you have a NASA pc, that means being always online, I guess?
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Post by Norfleet »

TKVNC wrote: January 17th, 2026, 23:18
They're going to put poor people onto treadmills to create energy as a job, once AI takes all their work away.
If we make them run in hamster wheels, at least they won't be fat anymore.
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Post by Norfleet »

Val the Moofia Boss wrote: January 17th, 2026, 22:50
Do you prefer NPCs that have handcrafted text that an author/writer wrote and is intentionally trying to communicate to you the player? Or are you fine with having your limited free time spent on reading algorithmic text within the parameters set by the NPC designer?
I prefer the AI chatbots. With a handcrafted NPC, you can never get them to say anything the designer didn't intend. The conversation will never be anything other than slop you mash F through, or pretentious writefaggotry (that you mash F through). With AI chatbots, you can try to make them into Nazis.
Last edited by Norfleet on January 18th, 2026, 00:22, edited 2 times in total.
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Post by Tweed »

Developers are lazy as ****, you don't really expect most of them to finetune these things so they don't write like every AI ever. Do you?
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Post by Algol »

TKVNC wrote: January 18th, 2026, 00:04
Algol wrote: January 17th, 2026, 23:46
If it's done in the same way as the AI-powered NPC dialogue in Morrowind mod, then it's pretty cool I'd say.
Well, unless you have a NASA pc, that means being always online, I guess?
Apologies, I probably didn't make myself very understandable here. I meant using AI tools to give what was previously just written dialogue an actual "voice" now (which a modder has done for Morrowind as of recent, though I think the Khajiit/Argonian/Furry/****** races are still not finished).

Yeah, but anything that needs like giga-***** amounts of RAM to run for some embedded language model ******** is obviously hot garbage.
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Post by tehdude27 »

Most games these days are loaded with dialog I couldn't care less about. If I can turn on a "get to the point" mode via AI, then I'm all for it.
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Post by Tweed »

tehdude27 wrote: January 18th, 2026, 00:31
Most games these days are loaded with dialog I couldn't care less about. If I can turn on a "get to the point" mode via AI, then I'm all for it.
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Post by Oyster Sauce »

As soon as one mainstreamish game does it well, everybody else is going to have to fall in line.
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Post by rusty_shackleford »

They'll only be a thing in always-online games because running competent models locally isn't feasible
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Post by WhiteShark »

Oyster Sauce wrote: January 18th, 2026, 02:15
As soon as one mainstreamish game does it well, everybody else is going to have to fall in line.
I guess we're safe, then!
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Post by Norfleet »

rusty_shackleford wrote: January 18th, 2026, 02:16
They'll only be a thing in always-online games because running competent models locally isn't feasible
Bold of you to assume the models will be competent.
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Post by WhiteShark »

It's a novelty at best. There's no way to truly prevent the AI from going off the rails or otherwise breaking immersion. A fixed list of dialogue options isn't exactly immersive, either, but at least all of them are (theoretically) written to be consistent with the character and setting. Dialogue written by a human may be good or bad, but AI dialogue is guaranteed to be meaningless.
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Post by rusty_shackleford »

Like nearly all generative AI, the real use is at the design stage.
e.g., write a line an NPC speaks then "based on this line, generate all permutations of responses"[have it understand world state so it can do this] + the entire NPC's biography/known existing dialogue as a reference

runtime generative AI is snake oil
Last edited by rusty_shackleford on January 18th, 2026, 04:07, edited 2 times in total.
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Post by Ranselknulf »

I want to see a sassy AI chatbot black woman talking **** about the vendor trash loot I'm selling to them.
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Post by ThulsaDoomer »

Most dialogue is already vapid, boring, and generally has more volume than brevity. A Morrowind modder was using ChatGPT to generate dialogue for a series of NPC expansion mods but stopped using it because the model was actually giving him outputs he'd have to tweak too often to be useful, thus he switched to doing things the old fashioned way. Current generative AI is messy, it's obvious, and it follows basic principles with no regard to style. It's a nice tool for the design phase, but I wouldn't want to see it beyond idea generation.

Current writers are already soulless husks, I'm not sold on machines being the solution there. We'll end up with more dialogue that still says nothing. Great, what an improvement.
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Post by Norfleet »

WhiteShark wrote: January 18th, 2026, 04:03
Dialogue written by a human may be good or bad, but AI dialogue is guaranteed to be meaningless.
Not true. Dialogue written by a human is guaranteed to be meaningless, but AI dialogue has the risk of being jailbroken and giving you actual actionable information that they probably didn't want you to have.
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Post by DecadeRiptide »

It will be good in time but the tech is still not there yet.

The npcs need to be able to think for themselves and respond to players appropriately, even when in a group.

When it gets that good it will be good. ATM it's too gimmicky
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Post by Demonic Fate »

WhiteShark wrote: January 18th, 2026, 04:03
It's a novelty at best. There's no way to truly prevent the AI from going off the rails or otherwise breaking immersion. A fixed list of dialogue options isn't exactly immersive, either, but at least all of them are (theoretically) written to be consistent with the character and setting. Dialogue written by a human may be good or bad, but AI dialogue is guaranteed to be meaningless.
They should start very small. Not even dialogue, just one-way comments. But you could use AI for the mass-generated nameless NPCs and if they occasionally say something weird, it's because you ran into a ******, that happens.

Imagine an open-world GTA type game where you go around doing GTA ****, and the passers-by or the police scream at you in slightly different ways every time, with unique voices, instead of repeating a series of canned lines. Or city guards who have new lines every time, instead of repeating 'i took an arrow in the knee' and 'curved swords'. It would be neat.
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Post by maidenhaver »

It should be used with "Talk About" or interfacing with computers.
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Post by Norfleet »

Demonic Fate wrote: January 18th, 2026, 09:53
Imagine an open-world GTA type game where you go around doing GTA ****, and the passers-by or the police scream at you in slightly different ways every time, with unique voices, instead of repeating a series of canned lines. Or city guards who have new lines every time, instead of repeating 'i took an arrow in the knee' and 'curved swords'. It would be neat.
Now I'm imagining two chatbots having a conversation about seeing a mudcrab the other day.
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Post by J1M »

Looking forward to AI NPCs, but I want voice chat integration and the ability to do other things at the same time, like walk to the next town or buy items, because typing instructions sucks.
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Post by Valter »

An AI generated conversation with an NPC, by the nature of its generativeness, would have no meaningful integration with the overarching plot, so this leaves the possible candidates to characters that would already be irrelevant to the plot, which leaves me in no particular hurry to see this come to fruition. As per your examples, it seems they're best employed in assistant NPCs
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Post by J1M »

Valter wrote: January 18th, 2026, 15:18
An AI generated conversation with an NPC, by the nature of its generativeness, would have no meaningful integration with the overarching plot, so this leaves the possible candidates to characters that would already be irrelevant to the plot, which leaves me in no particular hurry to see this come to fruition. As per your examples, it seems they're best employed in assistant NPCs
Disagree. It's just a more cinematic presentation of the type of thing that was used in Exile 3, where you typed in a single word aka topic and the NPC responded to that. NPCs can be configured to know certain facts, lie about certain facts, have some baseline of knowledge about history, factions, and so on based on their profession, give directions, and so on.

Will it feel kinda generic? Yeah, but it will 100% fool game jouros and normies for a few hours and provide a novel experience (new form of input) for gamers.
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Post by Valter »

J1M wrote: January 18th, 2026, 18:29
Valter wrote: January 18th, 2026, 15:18
An AI generated conversation with an NPC, by the nature of its generativeness, would have no meaningful integration with the overarching plot, so this leaves the possible candidates to characters that would already be irrelevant to the plot, which leaves me in no particular hurry to see this come to fruition. As per your examples, it seems they're best employed in assistant NPCs
Disagree. It's just a more cinematic presentation of the type of thing that was used in Exile 3, where you typed in a single word aka topic and the NPC responded to that. NPCs can be configured to know certain facts, lie about certain facts, have some baseline of knowledge about history, factions, and so on based on their profession, give directions, and so on.

Will it feel kinda generic? Yeah, but it will 100% fool game jouros and normies for a few hours and provide a novel experience (new form of input) for gamers.
I was writing the most extensive reply known to The Great Line but my webpage crashed so I'll just say we agree on what we mean we're just using different words. :pipe-thinking:
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Post by Val the Moofia Boss »

AI generated chatter has been modded into Skyrim. David V. Stewart talks about the possibilities for future RPGs.