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techpressionyesterday at 12:46 PM3 repliesview on HN

I’m a hard core rogue-like player (easily over a thousand hours at least in all the games I’ve played) but even so I can admit that hey have nothing compared to a well crafted world like you’d find in From Software titles or Expedition 33, or classic Zelda games for that matter. Making a great world is an incredibly hard task though and few studios have the capabilities to do so.


Replies

angry_octetyesterday at 6:43 PM

Rogue-like games use the most simple randomisation to generate the next room, and I burnt hundreds of hours in Mines of Moria before I forced myself to quit.

Now with an LLM I could have AD&D-like campaigns, photorealistic renders of my character and the NPCs. I could give it the text of an AD&D campaign as a DM and have it generate walking and talking NOCs.

The art of those great fantasy artists is definitely being stolen in generated images, and application of VLMs should require payment into some sort of art funding pool. But modern artists could well profit by being the intermediary between user and VLM, crafting prompts, both visual and textual, to give a consistent look and feel to a game.

The essay author is smoking crack.

bee_rideryesterday at 4:35 PM

It’s a different type of thing, really. I like rogue-likes because they are a… pretty basic… story about my character, rather than a perfectly crafted story about somebody else’s.

Even when I play a game like Expedition 33 or Elden Ring, my brain (for whatever reason) makes a solid split between the cutscene versions of the characters and the gameplay version. I mean, in some games the gameplay characters is a wandering murderer, while the cutscene characters have all sorts of moral compunctions about killing the big-bad. They are clearly different dudes.

b0rsukyesterday at 2:49 PM

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