> Agreed about the meaningful choices and dynamically generated reactions from NPC, but general AI is not needed for this in my opinion.
Maybe, but it would be an impressive demonstration of AI that would be very different to what has shown for Go, Chess and StarCraft.
I think a compelling AI written short story for example would be leagues ahead of what is required to write a convincing chatbot e.g. you need an overarching plot, subplots, multiple characters interacting in the world, having to track characters beliefs and knowledge, tracking what the reader must be thinking/feeling.
It would likely rely a lot on understanding real-world and culture knowledge though - Go and StarCraft are much cleaner in comparison.
> A percentage of vocal players will complain no matter what.
Yep, but I can't think of a single game that has a plot that meaningfully adapts to how the player plays. Either there's many endings but the path to get to each is short, or all the choices converge quickly back into the same path.
Again, please correct me if I'm wrong but I've look quite hard for examples of innovation in the above recently and haven't found much. You can find examples of papers on e.g. automated story generation or game quest generation on Google Scholar from the last 10 years but the examples I found weren't that compelling.