Chapter 1028: Creating a True J.A.R.V.I.S.

⏱ ~5 min read

Chapter 1028: Creating a True J.A.R.V.I.S.

For Chen Mo, consciousness implantation technology was a very critical piece of technology.

Not only could this technology allow players to completely eliminate the negative effects of violent, fearful, and other negative emotions after logging out of the game, letting them fully enjoy the fun of different games; it could also completely rewrite the way games guided players.

Since this technology was strictly restricted to the gaming field, its greatest use was to guide players' subsequent actions.

In previous games, player guidance was often accomplished through interface UI plus cutscenes.

There were many differences in people's thoughts, and often players couldn't accurately understand the designer's intentions. For example, in certain game levels, the designer's planned route was to have the player unlock a special mechanism underwater, then open a hidden door to enter the next area. But many times, players simply couldn't notice this mechanism, and would wander around the area like headless flies, completely confused.

At times like this, some method was needed to guide the player's behavior, allowing them to continue the game.

The traditional method was through the interface UI. When a player was stuck in a certain place for a long time, a small arrow would appear on the screen, or a highlighted area, or the player character would mutter to themselves, or another NPC would give a verbal hint... In short, this method would prompt the player on what they should do now.

Another method was cutscenes. For example, in the story, when the protagonist encounters a certain NPC, the two sides need to have a dialogue related to the plot, and also perform some actions. At this point, the player couldn't speak or act for the protagonist, so the game had to show this segment through a cutscene.

After all, the player couldn't possibly know what lines the protagonist was supposed to say.

But with consciousness implantation technology, all of this would change.

When a player was stuck on a certain puzzle scene and couldn't progress, the game pod could directly implant a signal into the player's consciousness, making them suddenly feel curious about a stone tablet not far away, wanting to go see what secrets that tablet held. Once the player went over, they would discover that this was a key node for advancing the plot.

Even many cutscenes could be omitted, allowing the player to always experience these plot points from a first-person perspective. For example, if the plot arranged for the protagonist to strike up a conversation with a beautiful woman at this moment, many shut-ins who had only ever interacted with 2D waifus definitely wouldn't know what to say, and the plot would get stuck, requiring a cutscene to complete it automatically. But with consciousness implantation technology, the words the player wanted to say would automatically surface in their mind, allowing them to complete this kind of complex interaction.

Of course, this consciousness implantation technology wasn't mandatory. It only inserted a dispensable thought into the player's mind. The player could still speak and act according to their own wishes; it would just lead to different outcomes.

Consciousness implantation technology, combined with intermediate artificial intelligence technology, was enough to create a completely real small-scale world. The player could enter it as the protagonist and experience the entire story as they pleased.

...

Chen Mo rested his head on his hands, leaning his entire body back in his office chair, propping his feet up on the desk as he sank into thought.

The amount of information from the tech points unlocked this time was quite substantial; he needed to digest it properly.

The new AI technology allowed him to create a more open, more free world, where all NPCs would automatically play specific roles and interact with the player. But this also meant that the entire direction and development of the story would be completely uncontrollable, because every player's choices would be different.

More seriously, when players discovered this was a world with extremely high freedom, they would inevitably start tirelessly trying to break things, desperately testing the consequences of various different actions, such as... arrogantly challenging a powerful chicken.

If it were a large-scale sandbox game driven by gameplay rather than story, then this approach would be okay. But similar games often had weak plots and couldn't effectively showcase high-intelligence NPCs.

That would be a bit of a waste of the latest AI technology.

So this became a paradox. At least when using this AI technology for the first time, Chen Mo had to be very cautious, ensuring both that the AI NPCs' intelligence was highlighted, that the story had an excellent plot, and that the player would roughly follow the story's direction to complete the entire narrative.

"It feels like a very arduous task, but the key lies in the script."

Chen Mo stood up, grabbed a can of soda from the nearby fridge, and opened it.

Actually, Chen Mo had initially considered making *The Dark Knight* into a game, but ultimately chose to make it a VR movie. The key issue was that *The Dark Knight* had too many uncontrollable plot factors. Even if adapted into a game, the parts players could freely experience would be limited to a few battles; most of the time would be spent watching cutscenes.

Players couldn't complete those specific dialogues for Batman, and the game would struggle to showcase the Joker's related plot.

"I originally wanted to make another game where players suffer, but it looks like I'll push that back a bit and make it the next one."

"Let's make... a game that lets players have fun first."

Chen Mo turned on his computer and began brainstorming some content for the new game.

"I need to make good use of consciousness implantation technology and AI technology to give players a brand new experience."

"The source material doesn't have to be limited to games; novels, movies, and TV shows are all options. The key is that the script must meet the requirements."

"All NPCs in the game will be played by AI, following a certain script. They can engage in free dialogue with the player and react differently based on the player's different actions."

"The plot content needs to be rich enough, with a beginning, development, twist, and conclusion, but it can't be too long or too complex. Players can make some choices, but the overall storyline must be controllable. Assuming there are N chapters of plot, it absolutely can't be that if the player messes up in Chapter 1, all the subsequent chapters are affected."

Chen Mo gently stroked his chin. "Feels a bit like... a Hollywood popcorn blockbuster. The plot shouldn't be too complex, relatively linear, ensuring that even if players act recklessly, the story won't deviate from the main line. At the same time, there should be some interactive content with NPCs so players can experience the new AI technology. Most importantly, it needs to be fun enough, special enough..."

Chen Mo scratched his head, stood up, and paced around the office a couple of times.

Then he saw the Matrix glasses placed to one side.

Picking up the Matrix glasses, a smile appeared on the corner of Chen Mo's mouth.

"Hmm... create a true J.A.R.V.I.S.? Although it's from a movie, if I adapt it into a game, it should be pretty good, right?"