Given your work described on this great article, how do you see a path where the LLM produces a game replication that a human could directly understand and manually improve - even if arguably unnecessary?
Take a game like Wasteland, which has a terrible modern port. I'd be interested in creating a modern port as a hobby while manually making improvements myself. But that would require code that is reasonably modular which a human can understand. Is this possible using your method and current models?
They are also usually heavier on content than other games so you have file format shenanigans like custom compression schemes or crazy memory management (see Ultima 7) to make them work / get to their internals.
If you’re lucky they have a scripting VM that drops much of the gameplay in place (Adventures of Robin Hood for example) because you can just translate it, but many older games are a mess of data files, data embedded in the EXE and procedural rules.
Coming from BioWare games and having contributed to making that massive complexity mess testable in the 2010:, RPGs are the hardest to test games overall because branch converge is very hard to achieve.
If you take for example SWTOR - designers store quest variables on random animals in the world. Thoughts and prayers even for the LLM ;)
I literally did and posted a link to the model. Honestly, fuck off.
This is exactly what I mean. A society of liars. Backed into a corner so all you can do is bring out another lie, pretending I didn't already do this in the conversation. If I try to bring reality into anything, you will deny what's literally right in front of you and continue living in a fantasy world of your own making, detached from any concept of proof or evidence. People like you have completely destroyed the value of public discourse. Congratulations.