![]() It's a pretty neat little solution, but it's one that Larian had to think up themselves first - if THEY hadn't thought of it, poisoning the drinks wouldn't even be an option.īut seeing how well conversational AI has done over the past year or so, it's made me wonder: Could we use an AI like this to sort of "DM" over the small things? Probably not currently, but I wonder how far we are from that. One thing you can do there is distract the goblins with a bard and then poison their drinks. For example, consider early on in the game, where you visit the goblin camp and come across a bunch of raucously partying goblins. And it likely adds a lot to development time, because they essentially have to think of the solutions themselves and code them in. Unfortunately, they can only ever do an approximation. Larian shines the most when they try to APPROXIMATE this. You simply can't have that in a video game (currently.) (Just look at what happens to the poor school of illusion in every single video game implementation of DnD for the most severe example.) This works in tabletop because you have a DM who can make on-the-fly adjustments to what the players are trying out. ![]() This, unfortunately, is really difficult to translate to computer games. Let me explain: A big part of what makes tabeltop RPG systems fun is the creative flexibility players have to come up with unique solutions to a problem. ![]() Quite honestly? For cRPG systems in general? Some form of AI to guide things on the fly.
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