Abstract
The growing capability and availability of large language models (LLMs) have led to their adoption in a number of domains. One application domain that could prove fruitful is to video games, where LLMs could be used to provide conversational responses from non-playable characters (NPCs) that are more dynamic and diverse. Additionally, LLMs could allow players the autonomy to converse in open-ended conversations potentially improving player immersion and agency. However, due to their recent commercial popularity, the consequences (both negative and positive) of using LLMs in video games from a player’s perspective is currently unclear. On from this, we analyse player feedback to the use of LLM-driven NPC responses in a commercially available video game. We discuss findings and implications, and generate guidelines for designers incorporating LLMs into NPC dialogue.
Original language | English |
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Title of host publication | Chatbot Research and Design - 7th International Workshop, CONVERSATIONS 2023, Revised Selected Papers |
Editors | Asbjørn Følstad, Theo Araujo, Symeon Papadopoulos, Effie L.-C. Law, Ewa Luger, Morten Goodwin, Sebastian Hobert, Petter Bae Brandtzaeg |
Number of pages | 18 |
Publisher | Springer Nature Switzerland AG |
Publication date | 2024 |
Pages | 167-184 |
ISBN (Print) | 9783031549748 |
DOIs | |
Publication status | Published - 2024 |
Externally published | Yes |
Keywords
- Large Language Models
- Non-playable Characters
- Video Games