You know one thing that is going to be *huge* for?

Background dialog in video games.

Do you have any idea how hard it is to write dialog for guards and civilians in open world games? If you've ever taken an arrow to the knee, then you might have some sense of it.

But can blow that out of the water, generating dozens of dialogue variations that say the same thing (or nothing at all) just a little bit differently for each voice actor, adding easy variety to a notoriously tedious and shitty writing job in .

Of course, eventually it'll probably replace the voice actors too, which is far less ideal.

@LouisIngenthron I don’t think I’ve ever heard a narrative designer complain about the difficulty of writing for background NPCs. Usually those tasks go to junior writers, which helps them refine their craft.

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@piddlesworth The issue is less difficulty and more tedium. "How many ways can you think of to say 'I saw something suspicious'?" It's foisted off to junior writers because it's the shitty job on the totem pole for game writers, just like how user saveload and console compliance are foisted off to junior programmers.

Certain game genres definitely suffer from this far more than others, of course.

@LouisIngenthron I would say that the job is foisted on junior writers because coming up with a dozen ways to say “I see something suspicious” is a very good way to hone your craft.

@LouisIngenthron so I guess I’m saying the tedium is a feature, not a bug. 😆

@piddlesworth I would argue that tedium is an inhibitor to learning, not an enhancer.

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