I never thought about that, but “faucet” in that context totally makes sense too! That’s delightful—my partner had a very similar thing where they thought “SMH” meant “so much hate”, or SMDH “so much damn hate”. In all contexts, it just kinda worked!
That’s why I’ve said “once you see it.” I’m fully aware of vibe coding and I know it’s useful to help speed things along and cut down development time.
I think I was more leaning towards assets than anything else, though I’ve seen people argue about mechanics and code, so I figured I’d include it.
Ooh instead of the same shitty dialogue from unimportant NPCs they can vary what they say every time you talk to them? That genuinely sounds like it’d improve immersion but we’re so beyond that level that I don’t find it very appealing at the moment.
Typically NPC dialogue also serves more than immersion, such as helping the player solve a quest or find a hidden thing. Some are for world building, too, but even that might be risky with AI since you may end up with inconsistencies that would actually be counter to immersion in the long run.
Like, you don’t get actors to ad lib whole scripts in a movie no matter how versed there are in the story.
General Sam has a great video showcasing what the mod can do. He literally ends up going on a couple random quests with a fuckin bear because some town guards killed the bear’s friend. It was awesome.
See, I don’t mind AI if it’s used for stuff like NPC interactions and what not, but not for the creation of assets or mechanics.
At least in it’s current iteration, AI can stand out like a sore thumb and once you see it, something is taken away from the experience.
I don’t think I’ve played a game where I’ve seen AI but this definitely applies to other faucets.
Which other faucets?
Bathroom sink, outdoor, utility…
Stop, I can only get so wet.
Art, news articles, etc.
Facets?
The more you know. I always thought faucet was used colloquially like “another faucet of information.”
I stand corrected.
Yeah its more like different facets of the same diamond, in my head at least
I guess more appropriately would be the same gem cut in different facets
Idk English is weird lol
I never thought about that, but “faucet” in that context totally makes sense too! That’s delightful—my partner had a very similar thing where they thought “SMH” meant “so much hate”, or SMDH “so much damn hate”. In all contexts, it just kinda worked!
Almost certainly you’ve played a game where some of the code was AI generated. That’s pretty much impossible to notice.
That’s why I’ve said “once you see it.” I’m fully aware of vibe coding and I know it’s useful to help speed things along and cut down development time.
I think I was more leaning towards assets than anything else, though I’ve seen people argue about mechanics and code, so I figured I’d include it.
It’s more noticeable than you think in execution time, memory usage and file size
Ooh instead of the same shitty dialogue from unimportant NPCs they can vary what they say every time you talk to them? That genuinely sounds like it’d improve immersion but we’re so beyond that level that I don’t find it very appealing at the moment.
Typically NPC dialogue also serves more than immersion, such as helping the player solve a quest or find a hidden thing. Some are for world building, too, but even that might be risky with AI since you may end up with inconsistencies that would actually be counter to immersion in the long run.
Like, you don’t get actors to ad lib whole scripts in a movie no matter how versed there are in the story.
Look up the Mantella mod for Skyrim.
General Sam has a great video showcasing what the mod can do. He literally ends up going on a couple random quests with a fuckin bear because some town guards killed the bear’s friend. It was awesome.