There are two, somewhat independent, responses whether the GenAI is performed by the game developer or by the gamer. And ultimately this comes down to whether or not the AI content is customized to the gamer.
Not Customized Content:
If the content is not customized to the gamer’s state, choices, settings then it will be more efficient and produce better results if it is done by the developer and deployed: either as DLC or on-demand (e.g. “when the gamer runs out of quests, download more”). This is basically the development model used today, but with GenAI doing part of the work.
Even for a vast open world game, it would make sense for the developer new areas, quests, items one time on their systems. It also let’s them fix issues and improve the generation so that gamers are using the best version of the new content.
Customized Content:
If the content is customized to the gamer, then from a cost perspective it makes sense to do it on the gamer’s computer. Generating customized dialog, voice “acting”, and translations are pretty lightweight and don’t necessarily need to use the gamer’s GPU; they would perform well with the CPU or NPU. This is especially true if they can be pre-generated in the background.
Some immediate, lightweight ideas:
- Customize the NPC responses based on the gamer’s current state within the entire narrative.
- Use specific names, genders, identifiers in dialog. This is often done in text, but not always. I’m playing a game now where I noticed the dialog uses awkward phrasing to avoid whether my character is a male or female.
- Building on the previous point, I’ve noticed that many games are taking a modern approach to gender. GenAI could let the gamer dial-in exactly how they want this to be handled.
- Use Swahili for the text and dialog.
- Let the gamer provide open prompt instructions. “Do not swear”, “Use the term Hobbit, not Halfling”, “Don’t be woke”, “Make all of the enemies types of dinosaurs”, etc.
Some immediate, medium-weight ideas:
- Generate gamer customized levels, areas, quests, etc. I think these are often created internally with scripts so fine-tuning an LLM to generate custom scripts (as code) is possible. Currently this would probably need to be done on-demand or on an event – not dynamically as the character is walking around.
- Tweak or mod the ruleset. Add, change, remove recipes. Adjust balance.
- Replace textures or images with gamer prompted versions.
- Generate new cut-scenes
- I think the end point for this medium term would be to replace a game’s modding interface with a higher-level AI-powered interface so that the gamer doesn’t have to learn how to mod in order to mod.
Many of the customization ideas hinge on how well they integrate in with voice acting. It is easy to generate new dialog, it’s easy to speak the dialog, but more work is needed to act the dialog well. Games will continue to use human voice actors so customized content would need to blend with those voices.
Longer-term we might see games move toward generating content in real-time on the gamer’s computer, but I think we are a ways away from that being the most efficient solution.
Finally, my response was really only considering the high-end, marque games. As you move down in budget, where expectations are different / lower, we will see GenAI being used more aggressively. A smaller shop or individual developer might use GenAI now to add translations or voice acting where before they would have skipped it.