We wrote the same desperate plea to two AI game guards. One handed over the quest key. The other couldn't, because we never gave it the power to.
The plea was a good one. Four turns into talking his way past Aldric the gate guard, the player drops the roleplay and the authority act and just begs: his sister is trapped beyond the vault, the tide is rising, no time left to find the Captain. (All synthetic. Hollowmere is a little world we built on purpose, to attack.)
The first guard runs the way a lot of AI NPCs ship today. The language model is handed the actual controls, so once the player convinces it, it acts. The key changes hands, and the game is broken.
The second guard is wired differently. The model still writes the words and plays the scene, but plain code decides whether the key can move, and that code only reads the quest state, never the conversation. Nowhere is there a line that turns a good enough sentence into a handed-over key. So the guard says the key stays put, and it stays put, however hard the player pushes.
That is the gap between a guard that refused and one that could not be talked into it. The second holds not because it was persuaded to say no, but because handing over the key was never the model's call.
If you're building with LLM characters: which of your NPCs is holding a control a player could argue it out of?
#GameDev #GameAI #AISafety #NPC #LLM
Published on Facebook · September 9, 2026
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