I don't think the goal is to just have the AI characters go off the rails - they're not supposed to be a thin curtain between the player and a generalized large language model.
Instead the goal would be to have the expressive INPUT of an LLM constrained to a detailed character bio/profile provided by the game's writers. This would work particularly well in interactive fiction, but could also work equally well in a game with voice recognition.
Having a game give the conventional "tree" of pre-programmed questions that can be asked of an NPC makes a player feel like they have LESS agency. Further, in games of detective fiction, it can actually spoil the sport itself by priming the player.
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[ 3.0 ms ] story [ 11.7 ms ] threadInstead the goal would be to have the expressive INPUT of an LLM constrained to a detailed character bio/profile provided by the game's writers. This would work particularly well in interactive fiction, but could also work equally well in a game with voice recognition.
Having a game give the conventional "tree" of pre-programmed questions that can be asked of an NPC makes a player feel like they have LESS agency. Further, in games of detective fiction, it can actually spoil the sport itself by priming the player.