Alright, but you do realize that specific examples of NPC chatter being poorly implemented doesn’t immediately lead to “AI writing and performing NPC chatter”, right?
Those examples stand out because they’re bad. The arrow to the knee was a tuning issue, not a lack of assets. Getting excessively noticeable repeated chatter in a frequent revisit location is a design issue.
The idea that the frankly atrocious example in the video is the solution to that, instead of the tons of examples of actually good NPC chatter that you near all the time and don’t notice is a bit of a leap.
Alright, but you do realize that specific examples of NPC chatter being poorly implemented doesn’t immediately lead to “AI writing and performing NPC chatter”, right?
Those examples stand out because they’re bad. The arrow to the knee was a tuning issue, not a lack of assets. Getting excessively noticeable repeated chatter in a frequent revisit location is a design issue.
The idea that the frankly atrocious example in the video is the solution to that, instead of the tons of examples of actually good NPC chatter that you near all the time and don’t notice is a bit of a leap.