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Ubisoft shows off AI-powered 'Neo NPCs' at GDC: 'It could be the start of a fantastic paradigm shift,' but let's be honest, it probably won't

Ubisoft unveiled a new project called Neo NPCs today at GDC, offering an early look at its «first player-facing generative AI (GenAI) prototype that could transform the way players interact with non-playable characters (NPCs) in videogames.»

To be clear, these Neo NPCs aren't yet ready to step into the spotlight. The GDC showcase was merely meant to show off their «potential… to create deep connections with the player and to offer new gameplay strategies and emergent storytelling opportunities.» 

Even at this very early stage, the whole thing sounds like an overexcited sales pitch to me—when it's not borderline incomprehensible. Consider this bit from the announcement, about the AI-powered NPCs that appeared during the GDC showcase:

For Ubisoft’s teams in charge of bringing these NPCs to life, using GenAI tools helps elevate and expand the level of the creative work needed for the demonstration's narrative design far beyond what is usually required for traditionally scripted NPC interactions. Every detail—personalities, backstories, agendas, and emotions—needs to be thoroughly crafted and programmed into the NEO NPC model. Each conversation between the player and an NPC then becomes unique and responsive to the players and their actions, leading to fully personalized and immersive experiences.

My immediate question was, «Did AI write this?» That's one hell of a word salad, and while the ultimate point—that a whole lot of work went into this project—can be pulled out of it with effort, I can't help but feel that Ubisoft is overselling an experimental technology before it's proven anything.

Back to the press release: Ubisoft says these AI-powered NPCs have the ability to do all the things conventional NPCs do—give quests, provide training, come along as companions—but do so dynamically, with «a comprehensive understanding of their environment.»

«The game world actually listens to and dynamically responds to the players,» project director and producer Xavier

Read more on pcgamer.com