Earlier quoted context omitted.
> It's terrible and you'll find out quite fast you're not interested in everyone's background and scream to most NPC's to shut the fuck up and get to the point. Many of the interactions in RDR2 are quite mundane, and despite thousands of hours of (high quality) voice acting, it can become quite repetitive. I could very much see those micro-interactions being LLM generated, but the TTS would need to be a step above wh…
The repetitiveness in video game dialogues is a feature, not a bug. Amongst other things, it allows you to re-retrieve information and hone in faster on what’s story and what’s relevant progression. Having each character invent their own inconsistent sloppy backstory whenever you talk to them is not a positive, it’s not good immersion when every character is a chatbot that can inadvertently give you story beats you s…
What you're describing isn't bad dialog, it's bad interaction design.
I think your mental model might be of a single session with zero state, and no bounds on topics of conversation outside of the character's backstory. That isn't close to how this would work. A little understanding of how the game currently operates and some imagination, and you'll see how it could be improved further without degrading gameplay.
> those games would be made popular by people breaking the LLMs in funny ways
Because making the game do funny things didn't happen with RDR2, or any other game, device, or indeed humans (there are whole genre built around making people do or say "funny" things).