It’s really weird that this article walks past the 2 likely explanations and then declares them both insufficient in favor of an assertion that maybe it’s not any fun. Speculative generation is expensive and time consuming and in most cases will just be the game company writing a check to a provider every time the player does something. It’s very difficult to imagine a revenue model which allows that to make sense. E…
Lots of people "roleplay" with chatbots every day and it must be fun for them or they wouldn't do it.
The problem is mostly "how do you lock an LLM into the narrative context of a more structured game"?
Having an LLM roleplay as a _specific character_ in a _specific setting_ for a long period of time is a hard problem. Even maintaining consistency writing prose for more than maybe a chapter or two's worth of text is tricky.
I don't even really think the cost problem is relevant. If a game had a kickass gameplay loop that required you to put your own open ai token in to use, people would 100% do that. Maybe that wouldn't work for a AAA game, but not even an indy game has tried it or figured it out.
Claude can write and design and play games. I know this because I hooked up a MUD to an MCP server and it built a whole world and I had other agents joining and they talked to each other and solved problems together and built their own little sections of the MUD out.
It is actually fun! I have it online if people want to play -- just sign up, wait to get approved, add your mcp to claude code and tell it to play:
Every bit of actual game content was entirely written by ai agents with veerrrry little input from me.