While the generative AI technology for NPCs (non-player characters) demonstrated at GDC 2024 by Inworld is very exciting for its potential applications in games, one of the main drawbacks is the cost associated with it. The simulation currently has to run on Inworld's servers, which comes at a price.
In our big interview with Inworld GM of Labs Nathan Yu, we asked how they're planning to overcome such a big hurdle. Yu was confident that costs would go down significantly, especially when applied to a large-scale game.
Moving forward, the costs are going to go down significantly; we all understand that. But even then, it's the design, right? Do you really need all secondary NPCs to be hyper-intelligent? Maybe not; maybe we use smaller models there, but for the core companion character, there is a value added.
But I'm not too concerned. I think if we give it another couple of months, the conversation will be different as soon as we see viable, profitable use cases being deployed.
I do see experiences where players will be contributing to the cost directly because there's like a premium upsell there that makes sense for them. I do see other examples where it doesn't make sense. Players are purchasing a flat game cost for $59.99 or other and it'll be fully maintained just through other monetization structures, or it's already amortized over time.
As we get to scale for AAA titles, costs will go down so that it's no longer variable. If we've got millions of users, there's lots of techniques that can be leveraged to drive down costs there.
One way to reduce costs would be to run the generative AI technology locally on the device used. Would that work for Inworld? The answer was positive.
Yes. we'll definitely get there. We saw a lot of exciting announcements even at GTC for dedicated hardware in the future for AI versus rendering.
Today, there's a lot of questions, like, if we do
Read more on wccftech.com