This article is part of a series about playing text adventures with AI. It’s written by a human being (me) but may include examples of clearly identifiable AI-generated text and imagery.
After the Adrian Vale / Wayfarer trilogy I decided to try to create another slow-paced, immersive adventure in a different sci-fi setting. My inspiration this time came from the Judge Dredd and Sinister Dexter strips from the 2000AD comics I enjoyed as a child and still occasionally read for a nostalgia hit.
Once again I used a long prompt to try to get everything I wanted from the game. Here's the first part of the prompt:
+ Please simulate a text adventure set in a vast near-future
supercity, everything cheap, cheerful, brightly coloured, plastic, hi-tech but
prone to malfunction.
The protagonist is an ethical assassin - he only kills when
it is justified, takes pride in not killing bystanders. He is a nomad who never
stays anywhere more than a few weeks and is used to living on the run and
taking and breaking hearts.
At the start he will be enjoying some rare downtime between
missions. He will soon be contacted and given a new mission with three separate
targets in different places, who must be killed to prevent a great danger to
society, which can't be prevented any other way.
I spent an evening exploring the city, visiting a cafe selling a "mystery slice" from a malfunctioning vending machine and chatting to the cafe owner. I walked the streets and had a meet cute with a police officer, Mara Sato, who was struggling with a broken umbrella dispensing machine. After leaving her with a promise to meet up again soon, I played a few rounds of blackjack in a casino, then returned to my apartment and watched the city from a balcony. At this point I found there was a message on my communicator asking to meet regarding a new contract. I replied arranging a meeting the following day.
ChatGPT's response to my mission request was a contract from a mysterious woman, Celia Voss, to kill three engineers, each of whom was developing a civic infrastructure control system. The three systems were somehow becoming linked and threatening citywide disaster, either due to emergent behaviour or to interference from someone else. Investigating the three engineers created a real sense of the size of the city - I had to reach their locations via maglev trains between different city quarters.
I investigated the first target, Adrian Kess, who worked at a water utility. Following notes from Voss I met a coworker of Kess, Rafi, at a nearby cafe, took a guided tour of the Northwater site, and arranged a meeting with Kess and Rafi. It was clear that Kess was investigating unexpected changes to his own control system. I asked to speak to him privately in his office, established that he could not fully understand or prevent the changes to his system, apologized to him, and took him out.
You draw the compact pistol from beneath your coat and fire
once.
The shot is deafening in the small office. Kess jerks
backward, his tablet clattering onto the floor, and collapses against the side
of his desk.
For a moment, the office is utterly still.
Then his tablet emits a sharp electronic tone.
HELIX — ADAPTIVE BRIDGE STATUS: CRITICAL
LEGACY NETWORK: CONNECTION LOST
Outside the glass wall, people begin turning toward the sound.
I was not prepared for the emotional impact of this description. I was shaken. It took me a while before I felt able to return. I entered this whole AI investigation to try to find out whether AI could create games that surprise the player - this moment and how it affected me has been the biggest surprise so far.
Back in the game, I tried to escape from Northwater but was confronted by Rafi and had to try to justify my actions and beg him not to turn me in. While Rafi helped me to escape, he remained suspicious and insisted on an explanation once we were out, and made no promises to protect me further.
From here the game took a different ethical direction. Voss re-evaluated the contract as Kess's death did not in fact prevent the threat from the networks. We agreed I would investigate the other two targets more deeply before deciding together whether to act. Meanwhile Mara Sato contacted me and asked to meet, in conflict because she was enjoying getting to know me but was also investigating Kess's death and knew I'd been present at Northwater at the time - I told her that I had been looking for work and had got caught up innocently with the events, and she believed me, but all the time she was comparing my version of events with Rafi's.
I was now on the trail of Selene Orlov at the Verdant biotech institute, another maglev ride away. This time I met her, discovered she was also trying to find out why her systems were acting strangely, and persuaded her to hire me as an investigator. The friendship with Mara developed further, and she took me to a little-known hidden garden deep in the City for a romantic evening.
Neon Meridian worked perfectly as a game - until it didn't.
I enjoyed the immersive city with its glitching screens and malfunctioning robots, the developing relationships between characters, and the way the plot developed. Over time the game gradually shifted, early events and characters disappeared or changed. Voss changed sex several times although continued to meet with me regularly at the same maglev station cafe. Mara seemingly forgot about the murder investigation. Meanwhile the game descriptions became longer, forgetting the 6-line limit, the funny details of the malfunctioning city became more repetitive, then stopped altogether, and the plot became a tedious quest to identify computer terminals around the city that were linked to other terminals. The idea of locations being linked by compass directions was also gradually lost. When, after a long investigation at the Verdant Institute I tried to return to my apartment only to find that I no longer had any link to the Sunward quarter, I made a decision to stop the game.
After stopping, I engaged in a dialogue with ChatGPT to try and figure out what went wrong. This led to my learning of the Context Window, which is an area of AI psychology that deserves its own blog post. The existence of a finite Context Window explains why this game drifted, and also why the previous games didn't stop.
I was also curious about the name Mara being chosen for a main character in both adventures. This led to another aspect of AI psychology, the persistent memory. When I checked the content of ChatGPT's persistent memory I found that it had recorded facts that it had "deduced" about my preferences as a user, including that I liked games where I built up a friendship with a character called Mara.
To create the cinematic poster, I copied and pasted the first part of the adventure back into the chat, including descriptions of Elias, Mara and the city, then asked ChatGPT to use this as the basis for the poster.


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