

It kinda makes a lot of sense I feel that they’d fit together. You have a form of transportation that is dangerous enough that requiring government licensing is generally agreed to be desirable, meaning that if its the primary option, a government can effectively take away a person’s ability to participate in public life or make a living, and easily justify it on safety grounds. Cars are expensive, so a government can both funnel money to its partners in private industry by promoting them, and subsidize them for the populations it considers “desirable” as a means to seem like it has created abundance and luxury (see how how the VW bug came to be for example). And, a society built around cars is one that tends towards physical separation and isolation between people (because of space inefficient infrastructure and relatively quick travel outside of densely built areas), which promotes distrust of others. Thats not to say that cars are inherently fascist or that most people that promote them do so to benefit that sort of ideology, but that if I was some kind of fascist dictator seeking to control a population, Id probably want to push them into buying and relying on cars.

I get what this is saying, and I partly agree, but at the same time, I still think that open world video game npc dialogue is one of the few cases where “program that generates plausible sounding strings of text” could actually be mildly useful. Yes, if you generate everything procedurally, especially the actual story, the result is going to feel rather flat, but I think this misses any middle ground between having all dialogue dynamically generated and having it all be a prewritten human script. For example, suppose that an NPC had conventionally human-written dialogue for the most plot-important conversations, like giving a quest, cutscenes, a player’s first visit to a location, etc, just as these sorts of games have now, but during less important conversations or once the prewritten dialogue was exhausted, it would switch to generating new dialogue, using a human-written backstory and the prewritten dialogue for that character as part its prompt to keep every character from sounding exactly the same. Such a “shift” past what the writers had written for a character would be noticeable, sure, but so is just having that character repeat itself over and over, the utility wouldnt be to have AI write the story instead of the devs but instead to make the point in which that character’s part in the story is done less immersion breaking.