Prey director is optimistic genAI could help immersive sims by acting like a "Dungeons & Dragons GM"
In a recent episode of the Quad Damage podcast, Arkane founder Raphaël Colantonio spoke about his ideas for a new Dishonored game. He, Harvey Smith, and Dinga Bakaba all had their own ideas for a sequel, he said, although the odds of any of them being developed are low as all three devs now work on different projects. Elsewhere on the podcast, the subject turned to Colantonio's thoughts on AI and the future of immersive sims. In short, he sounds optimistic. "If AI could really remember everything, and take meaningful human decisions like a Dungeons and Dragons Gamemaster, then that would actually be very valuable. Things we could not do. There would not be a team that is big enough to do this kind of thing." "One of the things about immersive sims is that we are always trying, either to plan for everything that we think the player might do - and that's authoring, that's painful," Colantonio said. "Or, we're doing a lot of failsafes with systems that somehow fall back on their feet if the player does something we did not plan. There's always some stuff the players do that we haven't planned, so that's why you have the net under. But that net's a little janky. Sometimes it works, sometimes not." Read more
In a recent episode of the Quad Damage podcast, Arkane founder Raphaël Colantonio spoke about his ideas for a new Dishonored game. He, Harvey Smith, and Dinga Bakaba all had their own ideas for a sequel, he said, although the odds of any of them being developed are low as all three devs now work on different projects.
Elsewhere on the podcast, the subject turned to Colantonio's thoughts on AI and the future of immersive sims. In short, he sounds optimistic. "If AI could really remember everything, and take meaningful human decisions like a Dungeons and Dragons Gamemaster, then that would actually be very valuable. Things we could not do. There would not be a team that is big enough to do this kind of thing."
"One of the things about immersive sims is that we are always trying, either to plan for everything that we think the player might do - and that's authoring, that's painful," Colantonio said. "Or, we're doing a lot of failsafes with systems that somehow fall back on their feet if the player does something we did not plan. There's always some stuff the players do that we haven't planned, so that's why you have the net under. But that net's a little janky. Sometimes it works, sometimes not."