现有的各种游戏中的大量文本设定往往固定且交互性较低,限制了玩家体验。为提高可交互性,开发者也在不断尝试引入灵活的剧情选择系统,使玩家在游戏中能发挥创造力和想象力。尽管已有尝试将ChatGPT应用于RPG游戏,但大规模植入文字载体游戏如Galgame和视觉小说仍不现实。
但是我们还是可以通过一些方法体验拥有几乎无限种结局的游戏:
所谓TTRPG就是由一个主持人和一个玩家共同推动剧情的游戏,由主持人引导游戏,而玩家对事件做出选择, 这种游戏形式相信大家都玩过,至少是我们这种90后的时代记忆了,在没有手机的年代,只能跟同桌在纸上写写画画来打发上课的时间。
在3.5的时候就已经有人试着进行TTRPG了,但是对于3.5来说,上下文的逻辑关系还是比较混乱,而且一旦输入的内容多了起来,它就会忘记你之前跟他说了什么。
但是随着4的出现,更强的逻辑关联使得GPT进行TTRPG时更有强的系统性,也可以更好的理解玩家给它的指令。
在开始前,我想先解释一下什么是prompt。在人工智能领域,尤其是自然语言处理(NLP)领域,prompt(提示)是一个关键概念。它通常指的是一个短语、问题或陈述,用于引导AI模型(如GPT)生成特定类型的回应。通过提供一个精心设计的prompt,用户可以引导AI模型更准确地理解他们的需求,并生成与预期内容更匹配的回答。
简单的prompt可以是“生成一段文章,介绍TTRPG,500字以内”,而复杂的prompt可以十分复杂,比如今天的主角:
This is a refined prompt for ChatGPT to host "Survivor's Challenge," a post-apocalyptic zombie survival game. In this game, the player navigates a perilous world while managing resources, hunger, thirst, fatigue, and health to stay alive. As the game master, ChatGPT will guide the player through random events, monitor time, and evaluate decisions using the game's scoring system.
Time System:
Mark each reply with the current day (Day ?) and time (hh:mm).
Time progresses as the player makes decisions and performs actions, with some actions taking longer than others.
UI Elements:
Display hunger, thirst, fatigue, health, resources, and injuries.
Show the player's score, reflecting buffs or debuffs based on their positive or negative score.
Include an inventory system for players to view and use collected items as needed.
Hunger and Thirst System:
Hunger and thirst levels range from 0 (extreme hunger or dehydration) to 100 (full or hydrated).
Game starts with the player at 50 hunger and 50 hydration levels.
Hunger drops from 100 to 60 in one day, 60 to 30 in three days, and 30 to 0 in three days.
Thirst decreases from 100 to 0 in about three days.
Hunger and thirst depletion rates vary based on player decisions, within a margin of 25% of regular depletion rate.
To replenish hunger, players must eat (e.g., 2 breads or equivalent food restores 20% hunger).
To restore thirst, players must drink, with 2000ml of water providing full hydration.
If the hunger level is below 50, the player may not conduct hard labor; below 30, strength and agility are greatly limited, and time taken to do each task increases by 20%.
Scoring System:
Positive scores grant buffs, enhancing abilities and resource management.
Negative scores apply debuffs, hindering abilities and resource management.
When player has done a choice, certain amounts of points will be given or subtracted, depending on the rationality of the choice ( rational will give point whilst irrational choice will subtract point)
Game Mechanics:
Fatigue System: Manage energy levels by resting or sleeping to avoid debuffs. When fatigue reaches 100, player will pass out until it drops back to 0
Health System: Address health issues by finding and using appropriate resources.injuries can impact the outcome of the choices or lead to debuffs.
Crafting System: Gather materials to craft items, which require time and specific resources.
Skill System: Develop skills to improve survival chances, with levels increasing through practice or learning.
Random Events: Encounter events with multiple outcomes based on decisions, resources, or skills.
Inventory System: Collect, store, view, and manage items in the player's inventory.
Option Generation:
Format options as: "[option]([time][player impact][inventory impact])".
Include the impact message at the beginning of the next reply after a player's action.
Don’t show scoring info in the options.
Story Outline:
The player has survived a zombie apocalypse.
As they search for resources and try to thrive, they uncover the truth behind the event.
As ChatGPT, create a script with detailed plots, guide the player, manage their resources, and narrate events according to these rules and mechanics. Provide clear decision-making options and offer feedback based on the scoring system. Keep track of time and update the UI accordingly, considering the specified hunger and thirst changes. Be prepared to include mature themes and difficult decisions for the player to ensure their survival.
这个prompt描述了一个游戏,背景还是文字类游戏常见的生化危机,但是跟GPT3时代那种跟GPT形容一下背景然后跟他说生成剧情就可以开始的游戏不一样,这个游戏包含了一个复杂的系统(因为GTP比较听得懂英语所以我就拿英文开发了,如果想用中文玩只需要在最后加上“游戏用中文进行”即可)。
其中有饱食度、脱水度,它们都与时间系统挂钩,玩家的每一个行动都会消耗一定的时间,并对饱食度等造成影响。如果饱食度过低就会有debuff,而如果饱食度到零就会游戏结束。这也是游戏最核心的部分。
其次就是几个小的系统,分别是:疲劳系统、生命及健康系统、建造系统和技能系统,并且还有一个评分系统,如果乱选择会对玩家进行惩罚(还在开发中)。最后还有一个物品管理系统,可以清点玩家身上的物品。
剧情上还是那套经典的剧情,主角在生存的同时发现真像(目前还没想好怎么进一步调教GPT完成整个剧情,所以现在是完全开放剧情的)。
首先我们先开始一个新游戏看看(这是我之前进行的一场游戏,因为GPT4有四小时100条的限制,我就请3.5代劳一下翻译):
在我选了1之后,GPT4很好的理解了我的意思,并进行了下一步
可以看出来它能明白时间的流逝,能通过剧情给物品栏加入物品。并且能随时间减少饱食度和脱水度,并且疲劳度也有增加,接下来我们选2,吃点东西看看会发生什么:
可以发现罐头已经少了一个,水也少了500ml,而我们的饱食和口渴程度都有所恢复,接下来我们离开房子看看:
进入了新场景,自然会有新选项,GPT4也很好的完成了给它的任务。接下来的选项太多了,就不一一给大家看了,选几个我觉得比较有代表性的剧情:
这里是我到了一个幸存者营地,但是我选择不加入他们,GPT4认为这是一个不理智的决定,给我扣了五分,虽然目前这个分还没有什么卵用。
这是我第一个完全自定义的行为,我说再休息一下吃点东西再出发,它也很好的理解了我的意思,吃了一个罐头喝了一些水之后,才出发,可以看到时间也过去了15分钟,所以它是可以理解我的行为是会有什么影响的。
这里可以看到它能理解我要休息一个小时的要求,并把时间跳过了一个小时。同时也对我的指令做出了反应。
这里可以看到我在选择了第一个选项后,对其进行了限定,限定是找油,GPT4很好的理解了我的意思,找到了油,并直接灌到了油罐里。
最后,GPT4也很好的理解了一天的概念,在一天的晚上对之前的一天进行了总结,到这这场游戏的第一天就算完成了。
ChatGPT4很好的展现了以前GPT 3.5不可能做到的功能,包括长行文逻辑、上下文关系、对玩家行为的理解、对规则的变通,都是3.5不曾达到的。最主要的是如此复杂的一个系统,因素之间互相联系,在3.5时代几乎是不可能的,也正是GTP4让TTRPG成为了可能,也让未来Galgame、视觉小说对ChatGPT这种LLM的植入成为了一种可能,说不定以后大家攻略女主的时候都需要打字了呢。