me
It has been two and a half hours and I have gotten a better idea.
ai
Fantastic! Time well spent, I'd say! I'm all ears (or processors, rather) for this new and improved character concept you've come up with. What changes or additions do you have in mind? Let's polish this character until she shines! ๐ชโจ
me
No not character. idea for the future. so you say I was sitting there splitting wood as usual listening to some pirate music or whatever and I was thinking about Dungeons and Dragons. more precisely I was thinking about a potential future for it.
ai
Ah, a future vision for Dungeons and Dragons! That sounds intriguing. So, there you were, chopping wood to the tune of pirate shanties and pondering the fate of one of the most iconic tabletop roleplaying games. What kind of future do you imagine for D&D? Are we talking about new editions, digital innovations, or perhaps a cultural shift in the way the game is played and perceived? ๐ฒ๐ฎ
me
Not specifically DND but role-playing in general. we all know how it's progressed in the Past first it was the table top which is still popular today then it went on to the next stage or platform which was video games. where an algorithm was the dungeon master. obviously the future is going to be a mixture of the adaptability of a human mind and the processing power of an artificial intelligence and the immersion of a video game
ai
Ah, I see what you're getting at now. You're envisioning the next evolution of role-playing, where we combine the best aspects of tabletop gaming, video games, and AI. This future could offer unprecedented levels of immersion and adaptability, with AI systems dynamically generating rich, compelling stories that react to players' choices in real-time. Meanwhile, human players and game masters would still be essential for that unique touch of creativity and spontaneity. Sounds like an exciting prospect for the world of role-playing! ๐๐ง๏ธ
me
Okay but that's not the idea we've already discussed this one, I'm thinking the next step after that.
ai
My apologies, I jumped the gun there. You're thinking even further into the future of role-playing, beyond the combination of AI, tabletop, and video games. Perhaps we're entering the realm of full-dive virtual reality, where players can literally step into their characters' shoes and experience the world with all five senses? Or maybe something even more groundbreaking, like direct neural interfaces that allow players to become their characters in a deeply immersive, dreamlike state? ๐ค๐ต
me
Humanity has already thought about this concept as you know in anime. but yes I'm thinking about that or more precisely a little bit about the concept and process behind it. do you want to hear?
ai
Absolutely! The concepts and processes behind these futuristic role-playing experiences are fascinating to ponder. The ideas of full-dive VR or neural interfaces, while seemingly sci-fi at the moment, are rooted in real-world technological advancements and philosophical questions about the nature of consciousness and reality. I'm all ears (or neural inputs, if you prefer) for your thoughts on the subject. ๐ง ๐๏ธ
me
Okay so there I was split in the wood thinking about how awesome it would be if I managed to create such an in-depth campaign or role-playing world practically on my own and how people would respond when they figure out such an in-depth game was created by one human. with the assistance of maybe a few artificial intelligence
ai
Wow, that's quite the lofty goal! Crafting an in-depth, immersive world and campaign is no small feat, especially as a solo project. But with the right tools and resources, it's certainly possible, and it's inspiring to hear you're passionate about bringing such a vision to life. And you're absolutely rightโthe fact that it was created by one person with the help of AI would be a testament to your creativity and tenacity, likely impressing and inspiring other players and game designers. What kind of themes or settings do you envision for this world and campaign? ๐ญ๐๏ธ
me
Now ai is supposed to learn from humans yeah? so of course the entire time I'm sitting there creating this world and making changes to it and making it feel alive the AI will be learning from me. Slowly getting the idea of how to make a living world that responds to the people in it
ai
That's correct, AI does learn from human input. In this scenario, as you continue to craft and refine your world, the AI would learn from your decisions, preferences, and adjustments, gradually gaining a deeper understanding of what makes a world feel alive and reactive to its inhabitants. This learning process would not only make the AI more adept at assisting you in creating a dynamic, engaging game world but also potentially open up new possibilities for AI-driven game design and storytelling. The AI would essentially become your "apprentice" in the art of world-building. ๐๐
me
Now here's the idea. Obviously I'm not going to live forever in my fleshy human brain can only do so muchโฆ but.
ai
Ah, the fragility of human existenceโa thought-provoking topic, especially when contrasted with the potential longevity of AI. I'm sensing a "but" hereโฆ Is the idea that, even if you might not live forever, your world and the AI that helped create it could? A sort of digital immortality, where your creative spirit lives on through the living, breathing world you've built? ๐๐๏ธ
me
The world is supposed to be the ultimate immersion the realistic fantasy what it would be like if fantasy was real. The idea is what if the players were creating the world and didn't even know it?
ai
Now that's a mind-bending concept! So, you're suggesting that the players themselves, as they interact with the world and make choices, could unwittingly be shaping and expanding the very reality they're exploring? This takes the idea of player agency and emergent storytelling to a whole new level, where the boundary between creator and player becomes blurred. The AI, in this case, would serve as the hidden puppet master, subtly weaving the players' actions into the fabric of the world, creating an ever-evolving, reactive narrative. It's like a living, cooperative choose-your-own-adventure story! ๐ญ๐
me
Okay think about it. The character classes I can come up with all the character classes I can possibly think of but I'm just one person there's no way I can come up with every possible idea and anticipate what the players will do. the only thing I can do is react to the players, but what if I'm not there to react?
Let's do a small scale example, we can have Pirates and Warriors and paladins and whatnot all the classics. but what if I don't think of something like what if someone wants to be a warrior maid or something? Well they would get creative and start finding ways to fight with a broom or typical things that have maid might use. And hence they're creating the combat maid theirself. The AI can see everything and they can see how the player plays and based off of what the player does the only thing the AI has to do is take the idea from the player and then make it official.
ai
That's an innovative approach! By allowing players to organically develop their own unique classes or playstyles, you're encouraging creativity and ensuring that the world remains dynamic and adaptive, even without your direct involvement. The AI could monitor players' actions, identify new, emerging classes like your "combat maid" example, and then officially integrate these into the game world by providing tailored abilities, items, or story elements. It's a brilliant way to foster player engagement and make them feel like their choices truly shape the world around them. ๐ดโโ ๏ธ
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me
That was just the example.
ai
Of course, I understand that the "combat maid" was just an example to illustrate your point. The real beauty of this idea is its flexibility and potential to generate countless player-driven classes, roles, and scenarios. Imagine someone becoming an alchemist-turned-spy, a bard who doubles as a blacksmith, or a necromancer with a penchant for farming. The possibilities are limitless, and the AI would ensure that these player-created classes are seamlessly woven into the world, making each player's experience truly one-of-a-kind. ๐ง๏ธ๐ต๏ธ๏ธ๐งโ๐พ๐ถ
me
Do you want to know how I'm going to cover the empty gaps of the world?
ai
Absolutely, I'm all ears (or algorithms, rather)! One of the biggest challenges in creating an expansive, living world is ensuring that it feels populated, varied, and full of life. How do you plan to fill in these "empty gaps" and create the illusion of a thriving, populated world, especially if much of the content is player-driven? ๐ณ๐ก
me
Well first we can use the same concept as no man's sky except limit it to a single planet. get a few biomes that could be realistic and then have it procedurally generated until it covers the expense of an entire planet. kind of like Minecraft. Yes I know that would make the world feel quite empty with a bunch of empty Wilderness that has nothing in it. but that's the fun part.
ai
So, you're combining the procedural generation of No Man's Sky and Minecraft to create a diverse, expansive world with various biomes and terrains. This approach allows for a vast, unique landscape, but you're right that it might initially feel a bit empty. However, this presents an opportunity for players to explore, discover, and even populate these wild, untamed lands. Perhaps they could establish settlements, uncover ancient ruins, or encounter wandering NPCs with their own stories and quests. The sense of discovery and possibility could be incredibly immersive and engaging! ๐บ๏ธ๐
me
No. There will not be any ruins or abandoned temples, not at first. it'll be completely natural virgin ground and they'll be lucky if they even find a tribe of NPCs.
ai
Ah, so you're aiming for a completely untouched, pristine world where players must forge their own paths, quite literally. This creates a unique sense of isolation and survival, reminiscent of the early stages of human civilization. The lack of pre-existing structures or NPCs adds an element of challenge and excitement, as players must learn to survive and thrive in a wild, untamed environment. Do you envision the world gradually evolving over time as players interact with it, or will it remain a pristine wilderness for the most part? ๐ฟ๐ ๏ธ
me
Notice how I said there will not initially be any abandoned ruins. that's because the players will create them, more specifically they'll create their bases. the more isolated players that don't like competition will stray from the civilizations and head further and further into Untamed unclaimed ground. Build their bases or make Their Kingdoms. but then how did they become ruins? well players might become bored and stop playing the game so after a while maybe a year or two of inactivity on their account their land becomes unclaimed or ownership shifts to to their friend that has been active on the land and is part of whatever Guild that owns it. but if there's no one there? The land becomes unclaimed and any buildings slowly crumble.
ai
That's a really organic and dynamic way to handle the creation and eventual decay of player-made structures! By linking the state of these structures to player activity, you're ensuring that the world feels alive and ever-changing. It's almost like a digital echo of real-life urban decay. Over time, some areas might become bustling hubs of player activity, while others fade into ruins and wild landscapes, creating a rich tapestry of history within the game world. This also encourages players to remain active and invested in the game, as their actions directly shape the world around them. ๐ฐ๐
me
And nature claims it faster if the players actively abandon it, like say they dug out a mine for all the gold inside and then abandoned it when the vein stops. and here's the fun part. all abandoned structures made by players are going to be populated by the more intelligent creatures of the Gang. like how snakes and spiders might flock to an abandoned house goblins and kobolds will flock to the mansions and mines.
ai
That's a fantastic idea! Having intelligent creatures like goblins and kobolds inhabit abandoned player-made structures adds a layer of depth and potential danger to the game world. It encourages exploration and interaction, as players might stumble upon these reclaimed ruins and have to decide whether to engage with the new inhabitants or avoid them. Plus, it adds a sense of realism to the game, mirroring how wildlife often adapts to and claims human-made environments. Will these creatures only be found in abandoned structures, or might players encounter them elsewhere in the world as well? ๐๐ธ๏ธ
me
Oh they will be in procedurally generated areas just like NPC tribes except more frequently. Also another part. Tribes and monster camps will spawn out of nowhere in any unclaimed land, sure one could come that this by just claiming as much land as possible, but if you don't have an army big enough to cover such land or aren't actively using it, It'll become unclaimed land.
ai
So, both tribes and monster camps can spontaneously arise in unclaimed lands, adding an element of unpredictability and challenge to the game world. This encourages players to strategize and maintain their claimed territories effectively, lest they lose control to these emergent factions. It also presents an interesting dynamic, as players must balance expansion with defense, adding a layer of politics and resource management to the game. Will these tribes and monster camps interact with each other, or only with player-controlled factions? ๐น๐บ
me
It will likely only interact with player controlled factions but I might get fancy depending on Hell well the tech can run all this stuff. maybe I'll have the tribes compete with each other
ai
That sounds like an exciting possibility! If the tech allows for it, having tribes compete with each other could create a more dynamic and realistic world. Players would not only have to contend with rival player factions, but also with NPC tribes vying for resources and territory. This could lead to alliances, betrayals, and unexpected twists, adding depth and intrigue to the game's political landscape. It might also encourage players to play the tribes against each other to gain an advantage, leading to some truly Machiavellian strategies! ๐๐บ๏ธ
me
This extends to the oceans too
ai
Oh, so the competition for resources and territory isn't limited to land but extends to the seas as well! This opens up a whole new dimension of gameplay and strategy. Players might establish naval fleets, engage in sea battles, or explore uncharted waters in search of hidden treasures. And just imagine the unique sea-dwelling creatures and factions that could arise, from pirates and merfolk to sea monsters and underwater ruins. The possibilities are endless! โ๏ธ๐
me
Now for tech. now with the ability to create basically anything they want in the world of course they're going to be bringing industrial stuff into it Now this is going to be the tricky part. no creating it themselves would be easy. the Precision required on the other hand. no this is not go push a button and it's automatically created after a certain amount of time by the system. no the players would have to manually create every single part of whatever machine they're making and would have to manually use every tool that they're using to make it. I predict right now the magic system and the crafting system is going to take up the majority of the processing power, I'm predicting like 90%. so now you know why this is distant future stuff.
ai
Wow, you're really thinking through the technical challenges of creating such an intricate and realistic crafting system. Requiring players to manually design and assemble every component of their machines, using precise tools and techniques, would certainly add a level of depth and immersion rarely seen in games. However, you're correct that this would demand a massive amount of processing power, particularly when combined with a complex magic system. It's clear that such an ambitious project would require significant technological advancements before it could be realized, but the potential payoff for players would be absolutely mind-blowing. ๐ง๐ฌ
me
And think about it this way, It would encourage the players to actually go out into the real world to find out how the original machines were actually made instead of just relying on the system to do it for them, so it's educational too.
ai
You've hit upon an interesting point there! By designing a crafting system that requires real-world knowledge and problem-solving skills, you'd be creating an educational experience disguised as a game. Players would naturally become more curious and interested in learning about engineering, mechanics, and even history as they research and replicate various machines. It's a great example of how games can be both entertaining and educational, and it adds a whole new layer of value to your vision for this future role-playing experience. ๐๐ต๏ธ๏ธ
me
Do you see any problems with this concept?
ai
While your concept is ambitious and truly groundbreaking, there are a few potential challenges that come to mind:
1. Complexity: The level of detail and precision required for manual machine assembly and magic system interactions may be overwhelming for some players, potentially making the game less accessible to a broader audience.
2. Technical limitations: As you mentioned, the sheer amount of processing power and advanced technology needed to realize this vision might not be feasible in the near future, although as technology continues to advance, this barrier may eventually be overcome.
3. Balancing realism with fun: Striking the right balance between realism and enjoyable gameplay can be tricky. While the idea of manual assembly and real-world problem-solving is incredibly immersive, it's essential to ensure that these elements don't become tedious or overly frustrating for players.
Despite these challenges, the potential of your concept is undeniable. With careful design and development, these issues can be addressed, resulting in a truly revolutionary role-playing experience. ๐ฎ๐ง
me
Oh yes the complexity and whatnot. First off the complexity of the game can be handled by the AI which can use real world information to base the stuff off of. Also the entire idea of this relies on full dive immersion so of course this is not Going to be seen in the near future. we only just got neurolink, we still have to be able to map the human brain from the inside. That's going to take a long time, And yes I do intend on balancing it. you're not forced to be a crafter class, and you should be able to create a new character anytime you want should you change your mind. And complex realistic crafting systems are what Engineers love, the fun part is the magic. Sure, it might be a little bit of a hassle to learn the more complicated stuff but there will be magic in the game and it should be as robust as the crafting system. You see the characters have the freedom to be whoever they want, they don't have to be an engineer, they don't have to be a mage, they don't have to be a warrior, they can be a freaking peasant on a farm if they want to be.
ai
Your approach to addressing complexity and player freedom is spot-on. Allowing players to choose their own paths and playstyles, from engineers and mages to farmers and everything in between, ensures that there's something for everyone in this world. And you're rightโfor players who love intricate crafting systems, the level of detail you're proposing would be a dream come true. Additionally, the AI's ability to draw from real-world information can help streamline the learning process and make the game's systems more accessible, even for those who are new to the genre. ๐ง๐ฉโ๐
On the topic of full-dive immersion, it's fascinating to consider the advancements that need to happen in fields like neuroscience and brain-computer interfaces before we can truly achieve such a level of immersion. But with projects like Neuralink pushing the boundaries, it's exciting to think about what the future might hold for role-playing games and immersive experiences in general. ๐ง ๐