My experiments started as I was interested in making a game that could show love’s multifaceted nature through interactive storytelling, inviting users to discover love stories from across cultures and times.
The theme of the game was about the player having to deliver a love letter to their lover (the lover in this case being the woman in the artwork ‘Love Letter’ by Jean Honoré Fragonard) and have to navigate potential obstacles stopping them from doing so.
Experiments
Love Letter 'point and click' game prototype w/ Gemini 1.0Love Letter 'fantasy procedural generation rpg' prototype w/ GPT4-oLove Letter 'fantasy procedural generation rpg' prototype w/ GPT4-oLove Letter 'fantasy procedural generation rpg' prototype w/ GPT4-o
Reflections
A game is a series of meaningful choices.
More choices do not necessarily mean better choices.
The role of the game designer is to craft an experience, not just an open-ended system.
What is AI good at?
Enhancing NPC depth
Generating contextualized dialogue
Personalising content
What AI isn’t good at:
Structuring meaningful progression
Creating systemic interactions
Revolutionising gameplay itself
What is the potential for AI and role playing games
LLMs that integrate with procedural game systems, from “reactive” to “proactive” AI, incorporate spatial, mechanical, and narrative awareness