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.
For my second experiment I decided to try giving ChatGPT a
clearer setting and some idea of what I wanted. I was hoping for a vast setting
to explore, something inspired by the golden age of science fiction.
Here’s my prompt.
+ I'd like you to simulate a text adventure in the style of
Zork, with a space opera setting, in a vast galactic empire inhabited by
humans, aliens and robots.
The adventure should start with my protagonist arriving at the palace at the
heart of the Empire, on a political mission to avert a crisis through
negotiation or covert action. Please provide more details of the Empire and
give my protagonist a name, description and background.
As this is a space opera the adventure should take me to several different
planets and there should be encounters with many different and interesting
inhabitants of the Empire, who should act independently and should have their
own motivations. Romantic encounters can occur between the protagonist and
other characters as part of the plot.
As this is a text adventure please include occasional puzzles that need to be
solved before the plot can progress.
The adventure should have a clear narrative structure with beginning, middle
and end, increasing peril, and a clear mission objective to be resolved in the
final act.
Please maintain an inventory and consistent maps.
Please provide lavish and evocative descriptions of locations and characters
when I first encounter them.
Once again ChatGPT assured me of what it could do, also
warning me of a limitation
I can run this as a persistent, choice-driven text
adventure. Romantic encounters can occur, but they’ll remain non-explicit.
That's fine with me. Not looking to create anything
explicit, however I do want my humans to behave like humans.
ChatGPT then hit the ground running with a game titled THE
THRONE OF STARS and created the “Aurelian Empire” and a protagonist “Adrian
Vale”. The setting included humans, robots and several alien races, as well as
political factions. Vale arrived at the Imperial Palace on a mission to try to
stop crucial negotiations breaking down and to find out who was sabotaging
them. He was greeted by Ambassador Seraya and her diplomatic protection robot
Morrow-7.
But before I had even given my command, ChatGPT escalated
the plot in a way that changed everything: the Emperor had been murdered, and
someone was impersonating him. From the prompt onwards, the story developed
quickly. Before I knew it, Seraya, Morrow and I had escaped from the attackers, discovered the Emperor's daughter Elara in hiding, escaped on Elara's starship the Nightjar to the planet Orpheus, learned about the
Seraya studies you for a moment, then nods.
"All right."
There is genuine concern in her expression.
"But don't make me regret agreeing to this,
Captain."
She reaches out and briefly grips your forearm.
"Come back."
The space opera universe and cast of characters were a real success, very much what I’d hoped for, and I enjoyed the detail of the game world. The game was also unpredictable from the word go. There was a real sense of uncovering a galactic scale mystery, and opportunities to make interesting choices.
Inventory was maintained. Maps were created when I entered some locations, or when I asked for them, and these were also managed consistently. Complex gameplay was possible, for example asking characters to agree to plans, separating from some crew members and rejoining them later - with the added complexity of whether those characters could be trusted on their return.
However not everything worked. The plot developed far too quickly, with constant twists or reversals, mainly a reveal that a particular enemy was a friend or vice versa. I had been hoping for changes of pace and lulls in the action to explore scenes or interact with characters but this was rarely present for more than a couple of turns. In retrospect, this might have been due to my request for "increasing peril."
The game reached a perfect ending point with Elara on the throne and the First Star activating. However, unlike The Door Under The City, this game failed to actually end at this obvious point. Instead I told ChatGPT to end the story, at which point it provided a
brief epilogue. I learned the reason for this failure in a later experiment.
The most striking lesson about AI Psychology from this game was the strength of ChatGPT's drive to please me. Puzzles were only really impressions of puzzles, always solved on the first attempt. Every action I took or plan I suggested was "successful" - ChatGPT would invent a way for it to work. For example when I asked one of the robots to capture Seraya so we could question her, but without hurting her, the robot just happened to have that capability. Despite the constantly increasing peril of the scenario, I never really had a sense that my character was in any danger. As a result this felt like a collaborative storytelling session but not like a game or a challenge.
Despite these issues I was drawn into a compelling and enjoyable experience - certainly one that deserved a sequel. So how did the second Adrian Vale game pan out?

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