Reconceptualizing LLM-Induced Hallucinations as GameFeatures

This study presents a novel and systematic framework to integrating Large Language Models (LLMs) into video game design by reconceptualizing the inherent characteristic phenomenon of "hallucinations"—instances where LLMs generate plausible yet inaccurate or fictitious content—as intrinsic game features. Instead of treating hallucinations as errors, we adapt them to enrich narrative complexity and enhance player experience. We introduce two key design strategies: 1) controlling narrative boundaries to limit the disruptive impact of hallucinations and 2) establishing an irrational worldview, which seamlessly incorporates these stochasticities into the game mechanism. We demonstrate these strategies through case studies of three diverse LLM-driven games across different genres. Our work contributes to the game studies community by offering innovative design paradigms that position LLMs as core interactive mechanisms, while considering their unique generative capabilities and implications for game design and research.

Authors

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2426
Primary Topic
Psychedelics and Drug Studies
Type
article
Field-Weighted Citation Impact
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article

Reconceptualizing LLM-Induced Hallucinations as GameFeatures

Kate Vi, Mingzhe Chen, Yuqian Sun, Yuhao Ming et al.
Psychedelics and Drug Studies
article

Reconceptualizing LLM-Induced Hallucinations as GameFeatures

Kate Vi, Mingzhe Chen, Yuqian Sun, Yuhao Ming, Feng Wang
article en

Abstract

This study presents a novel and systematic framework to integrating Large Language Models (LLMs) into video game design by reconceptualizing the inherent characteristic phenomenon of "hallucinations"—instances where LLMs generate plausible yet inaccurate or fictitious content—as intrinsic game features. Instead of treating hallucinations as errors, we adapt them to enrich narrative complexity and enhance player experience. We introduce two key design strategies: 1) controlling narrative boundaries to limit the disruptive impact of hallucinations and 2) establishing an irrational worldview, which seamlessly incorporates these stochasticities into the game mechanism. We demonstrate these strategies through case studies of three diverse LLM-driven games across different genres. Our work contributes to the game studies community by offering innovative design paradigms that position LLMs as core interactive mechanisms, while considering their unique generative capabilities and implications for game design and research.

Gender equality
Openalex Percentile: Top 77%
Psychedelics and Drug Studies
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Reconceptualizing LLM-Induced Hallucinations as GameFeatures — Kate Vi, Mingzhe Chen, et al. · (2025) | TGRS Research Map | TGRS