There's a bigger (but related) problem than text quality:
With a usual game environment, the devs create a whitelist of actions the player is allowed to perform. If there's no combat, they simply don't give the player the option to perform violent actions. If they don't want the player to vault barriers they just don't include a jump button. Vehicles and buildings are props by default and only become intractable because the devs consciously chose to make them so. Devs have generally gotten very good at implying what's out of scope, so players generally don't even attempt actions that are intended to be impossible.
In LLM world with free-text entry, controlling what's on-theme becomes a blacklist rather than a whitelist, as the player can choose to input anything. Including things for flavour or lore reasons now becomes more difficult, as a whitelist is finite, while the blacklist of undesired actions is practically infinite.
I don't quite buy that contrast. I agree as long as we are talking story. The developers will have a very difficult time trying to control what some character is like, and if that matters for the gameplay it's a big problem. On the gameplay front the available actions will always be a whitelist, because somebody has to implement them. It's essentially the same problem the crypto kids had with their "cross game non-fungible items", where they just assumed that items would somehow be portable. Just because you can get some NPC to tell you about a dragon in the nearby cave doesn't make that cave actually appear. You're never going to get to fight a darksouls boss in forza horizon. The game might tell you that you get to, that doesn't make it true.
Yes. You won't be able to trust what they say in relation to the story, not to the actuality of the gameplay. They're dialogue with essentially be orthogonal to play. Talk about ludo-narrative dissonance.
With a usual game environment, the devs create a whitelist of actions the player is allowed to perform. If there's no combat, they simply don't give the player the option to perform violent actions. If they don't want the player to vault barriers they just don't include a jump button. Vehicles and buildings are props by default and only become intractable because the devs consciously chose to make them so. Devs have generally gotten very good at implying what's out of scope, so players generally don't even attempt actions that are intended to be impossible.
In LLM world with free-text entry, controlling what's on-theme becomes a blacklist rather than a whitelist, as the player can choose to input anything. Including things for flavour or lore reasons now becomes more difficult, as a whitelist is finite, while the blacklist of undesired actions is practically infinite.