> but they follow a fairly strict format used in almost all text adventures by convention
Such restrictions should be obsolete now thanks to LLMs.
> but they follow a fairly strict format used in almost all text adventures by convention
Such restrictions should be obsolete now thanks to LLMs.
They could maybe be used as glorified parsers (i.e. read human intent and convert to a command) but I have yet to see a good implementation of that.
They could also be used to embellish details which are insignificant and the author has not spent time on, but (a) what's the point? and (b) what the author chooses to leave unimplemented or generic is actually an important signal to the player.
For computer games, yes, because you can get stuck with no apparent way out. As an aid for TTRPGs where a human GM is present and can steer the PCs out of blind alleys, it could make a very nice aid to world building. “Give me fifty random characters with backstory for a Pathfinder 2e game” is exactly the sort of thing we should use AI for. It doesn’t really matter. It’s flavor. So if the AI messes up… who cares?