AI and the future of FFXIV.
I noticed in a recent group of publications that Square Enix is looking to invest in the functionality of AI to enhance development times and procedures for the game's future development.
This is, of course, a very un-surprising turn of events. What I want to bring to the development teams' attention (hopefully through the community as my Email directly to feedback was likely observed and lost in the shuffle years ago) is the lack of necessity this might require for the future cycles of the game.
FFXIV has a LOT of content. I remember making a forum post about how much I adored the game when I first hopped on to it - It felt like people really wanted to feel proud and enjoy the interactivity with their work in an MMO. FFXIV still stands true as one of the only MMORPG's online that feels like people genuinely cared about the features and design of the game, even with its flaws. There's no such thing as perfect! When I think of AI taking the reins in portions of the development cycle I get this cold, eerie feeling of dread with memories of competitors and their shallow, emotionless and very-dead feeling games and environments.
This is, a game Afterall. There are computer systems that automate parts of development right now - It's computers. With that being said there is so much to do and so many things already to enjoy with FFXIV I don't see much of a point lusting after faster content although we all know that is progressive and parallel to business. I am worried that, in the future, the game might see ache and sorrow from the lack of human-made effort. You can think of a big snowy MMORPG that's always touted their millions of players on the box - I can assure you their new content is as dead and as shallow as ever. It's why their classic campaigns are popular and that entire franchise with all of its expansions was created as a platform to be enhanced later by AI systems. This was not only to train and catalogue interactions of players to then turn into population AI (for buffer zones of inactivity for consistency I assume) but to make sure they can machine-automate the development cycle of a videogame title that automatically maintains itself and its potential current and future equity.
There's a very funny relative aspect of understanding when observing AI - (trust me, those that practically push it as their main stay have even developed AI to bombard people in comment sections who understand this concept) - where you can result in a similar, echoing agitation of your senses in a similar way looking into a mirror after watching nothing but completely flat, edited people on a social media site can do to the way your brain processes the game played. It can end up being like the freshest looking bread ever but taste and feel stale in your stomach! It's what those who run those (mainly big-tech, big-science, big-religion and big-social media) never, ever want you to understand.
(Continued below, max character limit!!)
Full post summary:
In the same way listening to a high volume of electronic audio can dull your ears, eventually a large amount of AI-extensive algorithm generators will pollute your mind and erode the consistency in which you are able to perceive and enjoy things of the presented nature.
It sounds a little silly, but it's relative to the same function of what you can physically see with AI as a concept. An easy example would be blemishes - errors AI doesn't know how to compensate for as an ongoing algorithm. This example will be pertaining to GTAO Ambient Occlusion types! When you're in foreground, AI doesn't know your shadow shouldn't be cast like you're a giant onto the background that is not near you - like lakes, hillsides, etc. This does in-fact erode your capable perception of the quality of the image while making the image you see more rich in other areas. It's an extensive effect that should really be cached and then referenced once AI has generated the necessary zones for shadowing. The more features that use and rely on this type of concept for, artistic motif, the more these types of things start to add up and detract from your perceptual capability of immersing yourself in the environment. Imagine if every single AI-based auto-effect has a blemish to be found like this - (things that automate do have those, when you manually work on a creative project you have complete control to omit these issues and AI should be used as a tool to speed up that process not deployed to automate it entirely. Algorithms are intrinsic functions not applications but this is why I'm harassed when I attend school or professional environments - Nobody wants you to know that, especially in North America.) - eventually everything does have an added augmentation to fidelity but yet another issue that clouds it further. At a certain point, if every single graphical feature worked with AI it would be a complete, redundant mess. You'd need to do exactly what I've submitted to SQUEX through their in-game suggestions and feedback system and cache this information after using it to build your information to then use as a static referenced feature in compilation with your graphical user-settings, and want to anyway to avoid the whole 'I'm a giant in-front of a TV' issue you're wanting to avoid with things like ambient occlusion, anyway.
A point last brought up before I stopped reading:
Quote:
Originally Posted by
dwodmots
There's a lot of things AI can help with in this game. Having voice overs for every side quest is an obvious example. A more ambitious idea would be something like AlphaStar (AI system that beats StarCraft 2 pros) to have NPC allies that actually learn the fights together with the player.
Things like this are cool, AI doesn't just magically operate. There's another game entirely most of you could wager is completely over-hyped and longstanding. It creates a certain amount of rebooted material from AI players but AI doesn't actually know what humans want. It's a computer algorithm matrix. It tries to find a goal and pass and fail it's functionality based on what it can calculate is a good pass or good fail check as it abort, retry cycles to find what works regarding what it can do as defined by programming. AI enhanced players and NPC's to interact with you are always needing to be created by calculated and recorded user input on the platform for it to be any different than the current 'Trust' NPC's we have. Computers don't actually learn we just like using very sly terminology to make them seem more intelligent. The voiceovers are also things that need to be sourced from a root function and unless you're looking to harvest someone's gorgeous voice to then remix and replicate for things like the North American music industry, you're going to find redundancy and lose out on opportunity for jobs to be made with people whom actually want to voice act.
This is a huge social experience even if you don't ever use the chat. Find some other players to play with and stop feeding the train that runs alternative games as if they're dynamic but full of bots recorded from past players. It's an actual thing and I will not be argued with.
It seems like a great idea for some things but in our age of 'communication' there's a lapse between what you actually understand and what is told to you, as in any concept. You will not be able to fully grasp the concept until you can hold onto it and most people just read and think they're geniuses after appreciating a paragraph. It's not exactly as it's advertised and while you'd immediately expect extra immersion: GO TALK TO OTHER PLAYERS! I know the freaky robots in IRL like to hurt everyone but people need to be vocal about those too to stop the complications of getting hurt in online interactions. There's no point in these kinds of games if you're not going to.