Sujet : Re: Fare Thee Well, Piranha Bytes
De : noway (at) *nospam* nochance.com (JAB)
Groupes : comp.sys.ibm.pc.games.actionDate : 13. Jul 2024, 09:55:15
Autres entêtes
Organisation : A noiseless patient Spider
Message-ID : <v6tfdi$3gthv$1@dont-email.me>
References : 1 2 3 4 5 6 7
User-Agent : Mozilla Thunderbird
On 12/07/2024 16:22, Spalls Hurgenson wrote:
On Fri, 12 Jul 2024 10:40:17 +0100, JAB <noway@nochance.com> wrote:
On 11/07/2024 16:59, Spalls Hurgenson wrote:
To me it's ok for important NPC's to have fairly fixed schedules as you
can relatively easy fudge why that would be but I would like to see more
filler NPC's just doing anything. That's seems a fair balance between
the two.
It one of the things I would actually support AI for, providing filler
content that isn't important to the overall plot but instead there just
to add a level of realism.
I'm not crazy about modern LLMs being used in video games. Partly
because I know it will be used as another reason to tie the game to a
'live service' economy where the game requires constant online access,
and becomes unplayable if and when the publisher pulls the plug. But
also because while LLMs are good at spinning stories, they fail at
consistency and matching tone. Eventually, maybe we'll get there...
but I don't think the technology is anywhere near ready.
I actually think it has it uses, so besides the ones I've mentioned using it as something to bounce ideas of but ultimately it's the actually person who creates and hones the ideas. I've played with AI dungeon and that's a good example of that for a form of cooperative story telling where you are in change of the direction.
The problem I have with it is I just don't see it being used as an positive aid but instead as a bland replacement. Then again if you look at a lot of long term IP's I'd say an AI could have made a overall story than the games dev's did. Create me a story that is based on stereotypes and any twists must be sign posted so that you'd have to be brain dead not to see them coming.
* it takes about a football pitch's -roughly an acre- worth of land to
feed a person for a year. A town of 10,000 would need 15 square miles
of farmland to feed it. More if you took into consideration the land
needed to feed the farmers, fallow lands, the inefficiencies of
medieval farming, etc. IIRC, there was a 10:1 ratio of farmers to
city-dwellers in medieval times, because you NEEDED that many
tillers-of-the-soil to keep even the smallest cities fed!
Not sure of the exactly numbers but yes it's quite easy to forget that
it wasn't that long ago that food production was one of the main
activities of societies and you couldn't just pop down the shop and buy
anything you want.
It's actually been reversed in modern times. Now 1 farmer can support
10 people (worldwide average. I think it's even higher in areas with
modern industrial farming).