this post was submitted on 13 Sep 2025
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[–] jacksilver@lemmy.world 5 points 4 hours ago (1 children)

The biggest issue I have with all of these is that the dialogue is never connected to the actual actions of the npcs.

Its easy to have an npc say something, but tying it to gameplay mechanics isn't. So we end up with people asking for this in new games, but all you get is conversations disconnected from the gameplay. I'm sure there is someway to make it feel more "right", but we're a farcry away from making true open world games like this.

[–] rikudou@lemmings.world 3 points 3 hours ago (1 children)

That sounds like no one really tried. Like, sure, you'll get bullshit occasionally, but in the code you know exactly what the NPC is doing, so crafting a prompt based on that is not really that hard and will work most of the time, especially for the simple NPCs.

[–] jacksilver@lemmy.world 2 points 2 hours ago

It's not that the dialogue doesn't sound right, it's that the dialogue is disconnected from the game.

A great example was someone did this with Skyrim a while back. In the dialogue they convinced the NPC to join their party. But there isn't any code logic to allow that, so the NPC is talking like they joined the person's party, but the gameplay itself doesn't support it.

Now for animal crossing you could make it work a bit easier cause the character can't directly interact with the NPCs, but then again it also makes the endless dialogue less impactful.