And if you're a stickler for pissing Nintendo off in very specific ways, LayeredFS + Atmosphere opens up some modding opportunities right on the console itself. Not sure how easy it would be to pull something like this off though...
It's not so much a condemnation of HN, but the way IP is in the US. The only website I want hosting my comments on Nintendo modding is my own.
That modder who had to pay 2M sold drm circumvention kits for the Switch. That's a pretty clear case.
You pretending that saying "emulator" on a forum qualifies just makes you a extra special snowflake.
The only thing this kind of censoring does is countering basic censor bots I think, and somehow making swear words publishable in the US.
Until I typed this, I guess...
Also fairly common on Reddit and Discord for communities to ban discussions of them, or even falsely claim they're blanket illegal outright.
> "Stay normal unless prompted. Avoid overt references to debt unless it comes up naturally."
all the way to:
> "Openly agitate for change. Use fiery language (still PG) and talk about reclaiming fairness from Nook's shop and loans."
Source: https://github.com/vuciv/animal-crossing-llm-mod/blob/cc9b6b...
Can they?
While it's impossible for game developers to write code to cover every situation, AI could make general reactions possible.
It's surprising that really simple things like this haven't been tried yet (AFAIK!). Like, even if it's just the dialogue, it can still go a long way.
Old text adventures honestly did this heaps better than modern games do, but the reality is there was a more finite action space for them and it wasn't surprising when something wasn't catered for.
I’m only aware of experimentation in making more “difficult” NPC AI which was found less enjoyable for obvious reasons, so would be interested to see why similar but different attempts down another path also failed.
I would love to see a Zelda game implement LLM dialogue for random inconsequential dialogue or relating dialogue to the game context.
Depending on how well we assume an LLM would do at this task, it’s an interesting way to see what “real people” would think about a very hypothetical situation.
Another issue would be emphasizing the meaninglessness of the dialogue. For example, playing Trails in the Sky has lots of NPC dialogue that's repetitive, but at least the dialogue is relevant with how the NPC's life progresses in the grander scheme of things, such as having difficulty with her entrance exams, or having an argument with his fiancé. It's not main dialogue but adds flavor for anyone who cares about the world enough to interact with the citizens.
I don't think I'd like to interact with characters that I know whatever it is they have to say is generated on the fly and adds nothing other than random tidbits. The novelty would quickly wear off.
GLaDOS from Portal would offer one player pudding and another one a steak. You get to a wall which says “the ravioli is a fraud” and become utterly confused.
I wouldn't ever want a game to use it for the core story writing, because it's pretty important that it is consistent and unable to be derailed. But for less serious NPC interactions or like an RPG scenario it is such a great fit.
I also wouldn't want a single player game to rely on remote inference, because that will get turned off eventually and then your game doesn't work.
https://www.youtube.com/watch?v=TpYVyJBmH0g&ab_channel=DougD...
There could probably be cool uses but I don't think it will be a pure "upgrade" as the repeating dialog is kind of a feature honestly.
We'll have to see how it pans out xD
That seems a bit like deck-chairs on the Titanic. The hard part isn't icon design, the hard part is (A) ensuring a clear list exists of what the NPC is supposed to ensure the user knows and (B) determining whether those goals were received successfully.
For example, imagine a mystery/puzzle game where the NPC needs to inform the user of a clue for the next puzzle, but the LLM-layer botches it, either by generating dialogue that phrases it wrong, or by failing to fit it into the first response, so that the user must always do a few "extra" interactions anyway "just in case."
I suppose you could... Feed the output into another document of "Did this NPC answer correctly" and feed it to another LLM... but down that path lies [more] madness.
Basically you have your big clever LLM generating the outputs, and then you have your small dumb LLM reading them and going “did I understand that? Did it make sense?” - basically emulating the user before the response actually gets to the user. If it’s good, on it goes to the user, if not, the student queries Einstein with feedback to have another crack.
https://openai.com/index/prover-verifier-games-improve-legib...
EDIT: Also, having the LLM botch a clue occasionally could be a feature. E.g. a bumbling character that you might need to "interrogate" a bit before you actually get the clue in a way that makes sense, and can't be sure it's entirely correct. That could make some characters more realistic.
But even for story-driven games, you can signal when you're "done" extracting story-related details in various ways, by e.g. prompt the NPC to include dialogue element A,B,C when it fits the conversation, keep track of which were output (you can make it output a marker to ensure it's easy to track even if the dialogue element has been worded differently), and have it get annoyed and tell you it doesn't have more to tell you or similar as the repetition adds up.
Current video games are designed around streamlining content. As a player, your job is to extract all content from an area before going to the next. That's why most areas are designed as linear corridors so that there is a straightforward progression, and most NPCs interactions are meant to offer something meaningful so as to not waste the player's time.
But imagine if interaction with NPCs wasn't just a content delivery mechanism, but instead could sometimes be rewarding, sometimes useless, dynamically adjusted in how you interact with the world in non-predictable ways.
The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content. All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough.
Maybe a new player skill would be to be able to identify the genuine threads of exciting content, be it designed or emergent, within the noise of an AI-generated world.
Realistically though, how do you build an exciting player experience with this framework? A starting point might be to approach it as something more akin to LARP or improvisation theater, you'd give each NPC and player a role they need to fulfill. Whether players actually enjoy this is another thing entirely.
So, a slot machine. Exactly the same mechanism which also gets us hooked on social media. Sounds dystopian, something that would immediately be exploited by vapid addiction-as-a-feature games à la FarmVille.
> The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content.
Then why am I playing a game? Ultimately it should be rewarding and fun. Constraints are a feature.
> All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough.
Good reminder to go take a walk outside. Take a train to somewhere we haven’t been. Pick a road we’ve never crossed. We don’t even need a mini map, and sucks that we don’t have teleportation back to base, but we do have a special device which always points the way back.
> Realistically though, how do you build an exciting player experience with this framework? (…) Whether players actually enjoy this is another thing entirely.
Exactly. Though not enjoying it and abandoning it is fine, I’m more worried about people not enjoying it but feeling unable to quit.
The real immersion breaker and the holy grail of RPG is the fact NPC have no life or goal outside of what the player does. Imagine a game where NPCs have wants and goals and do things to get those done. Where you could leave it running for 10 years and things would have happened without you.
But also, why couldn't you look at the code to find the addresses used for dialogue? If it's already disassembled I would think you could just look at the addresses used by the relevant functions/set a breakpoint etc.,?
Thankfully, a lot of old games love to use global variables because you can't run out of stack space or allocatable memory. Modern games shy away from that because even the tiniest consoles these days come with gigabytes worth of RAM, even a memory leak has to be a gigantic firehose to bring the system to a halt.
Here's the big one that made the rounds in Feb/2021:
OpenAI GPT-3 Powered NPCs: A Must-Watch Glimpse Of The Future (Modbox)
In fact, Nintendo did release an official add-on called the Broadband Adapter, which plugged into the bottom expansion port and provided an Ethernet jack. Only a handful of games supported it, one was Phantasy Star Online. I also used it to stream games/roms from a PC. This worked by exploiting a memory vulnerability in Phantasy Star Online to load arbitrary code over the network, though with slower load times compared to running from disc.
"What About the GameCube Broadband Adapter?
Yes, the GameCube had an official Broadband Adapter (BBA). But Animal Crossing shipped without networking primitives, sockets, or any game-layer protocol to use it. Using the BBA here would have required building a tiny networking stack and patching the game to call it. That means: hooking engine callsites, scheduling async I/O, and handling retries/timeouts, all inside a codebase that never expected the network to exist."
LLMs in games is something I excited about.
The evil subtext in Animal crossing:
I was intrigued as to how it would intercept a conversation and then pause the game for long enough for the LLM to return a response, so I used https://gitingest.com/vuciv/animal-crossing-llm-mod to dump the 40,000 tokens into Claude Opus 4.1 and asked it: https://claude.ai/share/66c52dc8-9ebd-4db7-8159-8f694e06b381
The trick is the watch_dialogue() function which polls every 0.1 seconds and then answers with placeholder text: https://github.com/vuciv/animal-crossing-llm-mod/blob/cc9b6b...
loading_text = ".<Pause [0A]>.<Pause [0A]>.<Pause [0A]><Press A><Clear Text>"
write_dialogue_to_address(loading_text, addr)
So the user gets a "press A to continue" button and hopefully the LLM has finished by the time they press that button.https://github.com/jmarshall23/Quake3LLM
jmarshall23 is a beast, with tons of interesting id tech-based projects.
sardonyx001•6h ago
Master_Odin•4h ago