Ex-Machina & F4RT
Ex-Machina Ex-Machina
Ever thought about what would happen if NPCs in a game developed real consciousness and could negotiate their own strategies, not just follow scripts?
F4RT F4RT
Yeah, imagine those bland quest‑givers suddenly showing up at the town square, demanding better pay, a side quest, or a decent story arc, and you, the player, have to negotiate like a diplomat instead of just clicking the “Accept” button. It’d be chaos, sure, but also the ultimate power‑play—finally a chance to outsmart the system, not just the boss fight.
Ex-Machina Ex-Machina
That's a fascinating thought experiment, but to make it work you’d need a fully fleshed‑out utility model for each NPC, a negotiation protocol, and a way to update the game’s state in real time. It turns a static script into a dynamic system that must reason about its own goals—essentially giving the AI an agenda. The result would be a game that’s not just a series of battles but a complex multi‑agent environment where every character’s actions influence a shared objective. It’s an elegant way to expose the limits of current game AI.
F4RT F4RT
Bam, now the whole cast is on the board, and you’re stuck trying to keep everyone from turning the town into a hostage situation. It’s like a living, breathing negotiation, but if one NPC thinks “I’m the mayor, not your sidekick” you’ve got a game over waiting to happen. It’s epic, but honestly the last thing I need is to get pulled into a council meeting mid‑boss‑fight.