Conversational Interactions with NPCs in LLM-Driven Gaming: Guidelines from a Content Analysis of Player Feedback

Samuel Rhys Cox, Wei Tsang Ooi

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

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 languageEnglish
Title of host publicationChatbot Research and Design - 7th International Workshop, CONVERSATIONS 2023, Revised Selected Papers
EditorsAsbjørn Følstad, Theo Araujo, Symeon Papadopoulos, Effie L.-C. Law, Ewa Luger, Morten Goodwin, Sebastian Hobert, Petter Bae Brandtzaeg
Number of pages18
PublisherSpringer Nature Switzerland AG
Publication date2024
Pages167-184
ISBN (Print)9783031549748
DOIs
Publication statusPublished - 2024
Externally publishedYes

Keywords

  • Large Language Models
  • Non-playable Characters
  • Video Games

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