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Theoretically sound on parchment, yet in actuality, the cost in tokens/money increases with every word spoken by the participant.
The other thing to realize is that while AI can make the NPC talk convincingly, it can't make the game support features needed to interact with that NPC in ways the dialog suggests.
For example, Player(P), Sick Survivor(S).
P: You seem ill. Can I help?
S: Yes, thank you, stranger. I'm not bitten or anything, don't worry. I've been sick before the world went to ♥♥♥♥. Now my medication has run out and the symptoms have been getting worse. I don't know what will happen if I don't find more.
P: I've been around. I can keep an eye out for you if you want.
S: You'd do that? Thank you! I need Epipens. As many as you can find. I have some supplies stashed away. I'll trade you some good stuff for them if you bring me some.
Cool quest talk, thanks ChatGPT, but now what? Epipens do not exist in the game. There's no mechanism to trade them for "good stuff" even if they did. That's all mechanics that need to be programmed. Without them it's just a cute chat about nothing.
What's worse, suppose a quest mechanic did exist, and instead of an old boring "select this menu item to trigger canned dialog and launch the quest" you went with NPCs that everybody is supposed to chat with via AI. Well, the AI doesn't have a goal to guide the player to trigger that quest. It's just trying to have a convincing conversation and answer questions. The player will end up talking about the weather and zombies sucking and how sad it is that the world is over, and would never find out that the quest exists, meaning the effort put into the quest is wasted. So now you have to not only program AI to chat convincingly, you also need to program it to try to nudge the player towards the available quests, which complicates it even more.
Not saying it can't be done, but there sure are hurdles to jump before this can be a reality.