JoeJ said:
At this point i start to wonder. How would a program construct an assumption of suspected, hidden argue with the husband, leading to the wife running away at will?
I mean, that's also the point where the story becomes actually interesting. But i guess you can not just tell the program ‘People lie to hide their secrets’, and it constructs such a dialogue? (well, LLMs can do it)
I would assume human authoring is needed here, probably by setting up templates about a ‘suspecting detective’. But still, adapting this to situational, procedural quests seems far fetched to me.
First, Actual dialogue similar to what you usually see today would be a level 4 implementation. It will build on a lot of previous work. The dialogue shown is the one from the witcher 3 quest. The systemic game version would not be the same.
What I mean by systemic dialogue is that every part of it should be systemic. I will consider the dialogue to be systemic if you never notice any repeated wordings that shouldn't be repeated. Let's take a closer look at this example
Witcher:
You – Notice anything strange? Maybe her behavior?
Niellen – No, she were her happy, smilin’ self. Nothin’ different of late… She’s not run off, if that’s what you’re askin’.
Level 2:
He tells you that Hanna was last seen 5 days ago, before he went out hunting.
Level 3:
You: Ask if they noticed anything unusual
Niellen: He says he didn't notice anything unusual, and seems to be telling the truth.
Level 4:
You – Did you notice anything unusual?
Niellen …
Geralt's question here is something you always would ask in a missing person case. You could basically use the same line every time without it coming out as unnaturally repeated. The Witcher version would also work with just a change of gender.
Domestic abuse is one of the most common causes. It's also a key theme for detective stories and part of lots of other stories, so there should definitely be more ways to find out more about any type of relationships. I don’t see the need to have a user interface for bundling both questions, even if they in this case are almost the same. There should be a way to ask about their relationship to getting an idea of if she run away voluntarily or not.
It would also be a normal dialogue pattern to answer questions about anything unusual with a summary of what constitutes normality. And this can be based on his or her personality, their relationship and her work, hobbies and habits. Just describing what happened during the day. The text can be assembled from the data about the NPC daily routine, along with a summary of her personality or emotional state. You could use a language model for it, but this type of text generation is not that hard. You just have to build functions that filter out the most important thing from the daily schedule, or the thing that separates them from their prototype. The part that differs from the prototype schedule of villagers.
So in this case, if she didn’t have anything specific differing from other villager wifes. We could just pick something from her personality or mood.
Niellen – No, she were happy as usual.
Rather than being fancy with the language, I think we could fulfill the same goal by just describing the NPC emotional state and micro-expressions. That is something that can be presented from internal variables and psychological systems, and could be used for all NPCs. Just describe if he seems stressed, nervous, anxious, worried, and if it's a reaction to your question. My idea here is to be very transparent by default, unless the game and player has specifically made it a perception skill that you don’t have.
The player can now follow up with a question about their relationship, filling a role similar to the Witcher dialogue.
You – What is your relationship with Hanna?
Or, more specific for missing person cases:
You – Could she have left you voluntarily?
Since this is part of normal detective questions, and it is more common than not that the person asked would be annoyed about assumptions of relationship troubles, there wouldn’t even be a need for a generic handling of it. The type of answer would more be a function of the personality and if it hits any actual secrets.
I like to replace ‘quests’ with ‘threads’ btw. I never liked the concept of quests, so calling it differently already sounds promising to me.
Threads is the individual story bits you have engaged with. Things that can be used in other parts of the story. For example, the game could decide that the person in the next quest is Niellens brother.
Reading on, my dialogue doubts increase.
I think to show off your system, you would not only need a text based game,
but also included debug GUI, so the player (tester) could observe context, save state and change it, to see how the system can adapt.
The first versions would make everything easily visible. You should be able to introspect everything about persons and also see the direct result of every action before you do it.
I'll press thumbs. The goal is ofc exciting, and basically what everyone wants.
But it's very, very ambitious. You need to start work on a prototype. I expect lots of unexpected problems and limitations…
You are not wrong.