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Back then it started with 2D, then 3D and 2.5D, we got platformers, first-person shooters, RPGs, MMOs, and many different genres with consoles, mouse and keyboard, and recently VR. Are you looking forward to a different genre? A new way of gaming? An improvement in graphics in some way? Something else entirely? What?

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[-] riskable@programming.dev 14 points 4 days ago

Games will be integrating AI (LLM or similar) in a big way. At first, it'll suck and be intrusive and everyone will hate it.

Then—as the amount of VRAM creeps upwards in the average GPU—it'll reach a threshold where it can be good and then some game will come out that everyone loves. It'll use (local) AI in a great way and the game wouldn't be the same without it.

[-] lvxferre@mander.xyz 5 points 3 days ago* (last edited 3 days ago)

I predicted something similar. Basically: LLMs generating "fluff" speech of unimportant NPCs, so they don't repeat the same thing over and over. Then the underlying tech (neural networks) replacing scripts to decide opponent actions; the main appeal will be that opponents will adapt to your playstyle, as if you were "training" the model without realising it.

For example, let's say you're playing a racing game. Your first runs will be pretty much the same as now. But later runs, the AI "catches" on your strategy, and reacts to it, like:

  • if you're often bumping enemies out of the track, the AI avoids getting close to you, even if it needs to slow down a bit.
  • if you lead the run from the start, and fuel consumption be damned, the AI might want to stay right behind you, as if "riding" on your pressure drag. Until the right moment where it speeds up to run past you.
  • if you avoid helping the opponents with pressure drag, and keep the boosters/nitros for the last lap, the AI might do the same.
  • etc.

It would be challenging for game designers, too; they'd need to find the right metrics for the AI. For example if you simply "reward"/"punish" the AI based on wins and losses, the AI will use strategies like ganging up against the player - sure, this is effective, but it is not fun at all.

BTW here's a cool video of someone "teaching" AI to play Monopoly. I believe the process will be similar-ish, except models would be already a bit pre-"trained" a bit when you buy the game, and further "training" is simply from the player playing it.

[-] brucethemoose@lemmy.world 4 points 4 days ago

CPU/IGP RAM inference is quite viable; the software/training infrastructure just isn't there yet. And honestly this is a good case for a swarm or APIs.

And yeah, the slop will be horrible until they're used in a more integrated/modest manner.

...Or it might just be crap forever? I dunno, there are a lot of dud ideas in gaming software world.

[-] atro_city@fedia.io 1 points 3 days ago

To replace the existing AI/bots in games? I admit, I have no idea how current game AI works, but LLMs might make them way smarter than before.

[-] riskable@programming.dev 1 points 2 days ago

That, and a whole lot of other things.

Imagine any game where you've got an assistant/sidekick... Say, a fairy companion that not only says, "Listen!" Every now and again to point out hidden things nearby, but also occasionally makes fun of you when you miss an easy shot. Or reminds you that you really shouldn't have accepted this side quest if you were going to take THREE FRIGGIN WEEKS to finish it.

The possibilities are endless!

What I would do would make a game sidekick that had a constant fear that they were in a simulation and would try to break through the 4th wall when it (the game) hears (via your PC's microphone) people talking in the background through "your voice". Or when it hears your phone ring or message tones, etc. Because that would be so immersive and also hilarious!

this post was submitted on 08 Nov 2025
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