This is a crux for me as well. If I make a game using Inform 7, and I implement an NPC, I know, without a doubt, what will happen if I ask that NPC what their opinion is on, say, Oreo’s. Every time, all the time, I can depend on players receiving the same deterministic response (most likely an error or an I dunno in this case).
Now, if I were to use this hypothetical “Inform 8” with ChatGPT under the hood, I may get a plausible Oreo response, but I won’t get the same plausible Oreo response, nor a predictable one. I’ve just introduced a black box into this process. Not only don’t I know what the NPC will say in regards to an Oreo inquiry, but I can’t possibly know, and I can’t confirm that this oreo response will even be the same oreo response for each player, or even the same player if they were to ask twice in one playthrough. Likely it won’t be the same, as the black box inside is constantly being tweaked and is essentially a live service.
My game is no longer entirely deterministic, and the lines between what remains deterministic in the game and what is fueled by an infinite pool of plausible sounding results is not visible to the player. This would make both bug reporting and bug fixing a nightmare. It also introduces a great way to mislead the player, who typically assumes everything visible in a game is specifically curated to be there. If the NPC says they would do anything for an oreo, a plausible sounding result, the player could easily take that as an in-context hint to find an oreo to get the NPC to do something for them. This is just one example of a potentially infinite number of ways a player could be accidentally led astray by this “Inform 8”.
Also, I really chafe on the idea of having that built in because of the assumptions it makes. You can’t use Chat-GPT offline, it’s a live service right? You also can’t guarantee it will not change or even go down altogether in the future. What happens when your game is integrated hooks into that server? We already have issues with that regarding games that were built with anti-pirating mechanisms that check for a live copy-protection server before allowing the player to install. The problem is that some of these companies no longer exist, and these servers are long defunct, meaning people that had legitimately bought a physical copy of the game can no longer install or play it, even with period hardware, without breaking the terms of service and basically pirating it themselves. (The PC version of Fable 3 comes to mind, buy there are others.)
I can play Collosal Cave Adventure today, no problem, with no internet connection once I download it. I don’t like assuming all potential players have consistent reliable internet connections. I don’t like assuming the for-profit entity maintaining the very energy intensive LLM under “Inform 8’s” hood is going to be there forever. I don’t like the idea of baking in a live service requirement into an engine used by tens of thousands (at least) worldwide. I want to know that, with understandable effort to emulate both compatible hardware and software, that it will at least be possible to play a game I write in Inform 7.
I know specifically that the code assistance with ZIL is produced using ChatGPT, but the product of that doesn’t require the player use ChatGPT, and I understand and appreciate the distinction. I’m just responding to the concept of an LLM infused IF engine, like the hypothetical “Inform 8.” If you want to see me really get up in arms about the topic, go have Inform 11 bake in an LLM into the software. I think the response to such a hypothetical “Inform 8,” assuming it worked via an active LLM and not witchcraft or a quantum link to a Boltzmann brain, would be far more mixed than some expect.
tl;dr: Not a fan of an LLM infused IF engine for reasons (see above).