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Video Game Tycoon in Tokyo-Chapter 1031: The Meaning of AI’s Existence
Chapter 1031 - The Meaning of AI's Existence
"Trauma Team members, this is just one of the professions the protagonist in Cyberpunk 2077 can take on. What you just saw was merely one small mission from that profession. Of course, the mission was clearly arranged as part of a staged performance, but creating such a mission is actually simpler than you might think."
In traditional game combat level design, there are often a variety of complex variables, obstacles, and other intricate elements.
Designing a compelling level that players can get hooked on is no easy feat.
Even in turn-based combat, which is considered a lower-intensity mode, there are still very intricate calculations involved in balancing the gameplay.
In the past, all of this required massive manpower and programmers working overtime.
However, with the help of AI today, most of the complicated work can be entirely handled by artificial intelligence.
Developers now simply need to wait while the AI generates a vast number of levels through large-scale computation and simulations. Afterward, the developers manually review the generated content, pick out the most suitable levels, or even select all of them if they meet the quality standard.
Some levels, thanks to repeated AI simulations, are so well-made that they can be integrated directly into the game's main story—these are the high-quality gems worth using without hesitation.
Of course, such miracles can't always be expected. It's unrealistic to hope AI will continuously produce top-tier content on its own.
But creating a combat scenario like the one earlier is relatively easy for AI.
First, AI-generated thugs are arranged and armed. Then, several ambushed Trauma Team members are placed outside the building. Using big data, AI runs countless simulations to determine the most visually impactful combat setup.
Afterward, the team manually selected the battle scenario you just saw.
The first wave of the Trauma Team gets wiped out, highlighting the brutality of the city, followed by more reinforcements sacrificing themselves to rescue two rich clients.
This structure was already well demonstrated in earlier games like Assassin's Creed and GTA: The Chapter of Liberty City.
However, those two games were more like experimental fields. Once the method was perfected there, it was applied directly to Cyberpunk 2077, speeding up development significantly.
Originally, Cyberpunk 2077 was expected to take at least another year or two to fully complete.
And even then, it likely wouldn't have reached the current level of quality.
"Gamestar Electronic Entertainment has truly mastered AI computation to an art form."
Even Hayakawa Ueto was watching the livestream.
Their own exhibit section hadn't opened to the public yet, giving him time to watch Yuxing Electronic Entertainment's presentation with others.
This time, Gamestar was the first to reveal all their cards.
And their opening move was a royal flush—game development technology that other companies couldn't even dream of matching.
"This is really hard to keep up with."
"Don't lose hope—we expected this. That's why we made such thorough preparations, right?"
As company president, Hayakawa Ueto cheered on his team, calming their nerves.
"He's right. We should have seen this coming."
"Let's just quietly watch the rest of their presentation. It's probably not even over yet."
Despite trying to stay composed, Hayakawa couldn't help feeling conflicted. freeweɓnovēl.coɱ
Gamestar Electronic Entertainment's technological gap with other game developers was massive.
To put it in perspective: in AI application, Gamestar is operating at racecar level, while everyone else is still driving family sedans.
The speed gap isn't something that can be closed quickly.
The Gamestar presentation continued.
The Trauma Team was just one of the protagonist's identities.
In the original game, players could choose from three backgrounds: Corpo (company dog), Street Kid, or Nomad (scavenger).
These three identities corresponded to the most distinct social classes in Night City.
Back when these roles were announced, Takayuki hoped the game would feature three distinct main storylines that perhaps led to the same ending in different ways.
But after actually playing the game, he was disappointed to find that the three identities only affected the tutorial. The main story was exactly the same for all three.
Clearly, CD Projekt Red had either cut corners or lacked the time and budget to expand the content.
Sometimes you have grand ideas, but reality in the form of limited resources crushes them.
But not in this world.
In this world, Takayuki went further and added even more detail.
He then showcased several of the protagonist's other identities in Cyberpunk 2077:
A violent gang member (as in the earlier demo)
A company dog lost in luxury and excess
A useless person addicted to the VR world of "Oasis"
Someone spiritually trapped forever in the simulated world of "Braindance"
Each identity came with a completely different main storyline.
Just these multiple storylines and performances alone amounted to tens of millions of lines of dialogue.
The voice actors for the male and female protagonists nearly suffered vocal injuries from the constant shouting and emotional delivery.
As for all the other characters, the situation wasn't any better.
This made Takayuki start to seriously look forward to AI voice acting in the future.
Once that becomes available—and emotionally expressive—it will enable massive-scale voice production without needing breaks.
Artificial intelligence, automation, and robotics were originally invented to relieve humans from tedious labor, not to replace them.
Can you imagine a future video game with tens of millions of lines of dialogue?
If done manually, how many years would it take?
Ten? Twenty? Fifty?
With AI, it's no longer a problem.