• BlemboTheThird@lemmy.ca
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    19 hours ago

    Again, Cleverbot. You could have “conversations” with a computer as far back as 2008. Generative models are better, but still terrible at giving accurate information or even at staying on topic without constant nudging in the right direction. Actual acting is FAR out of their range.

    Take the robotic, stilted automatic animations that have been used for decades in games like Skyrim. It’s fine if you don’t care at all about looking natural, and AI can make that trashy bulk animation a lot better, but it will never replace the quirks and characterization provided by hand animated cutscenes like you can find in Uncharted or Red Dead, let alone stylized games like Pikmin and Mario.

    • Eheran@lemmy.world
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      5 hours ago

      No need to keep going when you compare today to 2008. Shifting the goal post from interactive NPCs to animated cutscenes only confirmes that.

      • BlemboTheThird@lemmy.ca
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        4 hours ago

        You were acting like computers mimicking a conversation is something that wasn’t possible until genAI. That makes the fact that it’s been since at least 2008 relevant.

        Animation is not a shifted goalpost, I was demonstrating an example of what AI is actually capable of. It helps with the inbetweens, not human moments. From animation to physical acting to voice acting, you can get a blend of the most generic, but nothing memorable, nothing that stands out, no quirks. That is literally a core component of the technology and no amount of development can fix that. GenAI can be a tool to help us focus on those human moments instead of mountains of generic shit, especially in massive games like RPGs, but it will never outright replace the creative process.