I think this whole question is an elaborate version of the No true Scotsman fallacy.
We should resist the temptation to say that “Last Audit of the Damned” is no true parser game. It absolutely is a parser game. I think it’s not a very good parser game.
In practice, nobody’s going to define what makes a parser game “good.” Certainly there are many wonderful parser games with a consistent world model and a rules engine, but I’m not going to say that a parser game can’t be “good” unless it has those.
It seems impossible-ish to have a good puzzle without some kinda rules that create some degree of consistency, but parser games obviously don’t have to have puzzles, let alone “good” ones.
It would be an outrageously bold prediction to say that an AI-assisted parser game could never have a consistent world model. At a minimum, we’ve seen that LLMs can generate working Inform code, with working puzzles. They’re just not very good.
I’ll conclude with my theory about why LLM-generated IF tends not to be very good. In my opinion, good stories and good puzzles have something in common: they have to be surprising, but inevitable in hindsight.
Have you ever asked an LLM to tell you a joke? They’re rarely funny at all; they never make you actually laugh.
LLMs are trained to predict what the “next word” would be a sentence. Their objective requires the LLM to keep surprise to an absolute minimum.
When you ask an LLM to tell a joke, the LLM is guessing what joke a majority of people would find funny. The result is almost never funny.
This is also why LLM-generated stories (plots) are so boring. AI slop is simply too predictable.
Even mathematical proofs are hard for the very best LLMs. Sure, they can prove stuff, but they struggle to prove anything surprising.
This is why we call LLM-generated content “AI slop.” Slop is just more and more of the same thing we’ve already seen. It’s unsurprising, and so it never impresses us or inspires us.
The problem with “Last Audit of the Damned” isn’t that it uses an LLM to generate text at runtime. The problem is just as bad with AI-slop games with a pregenerated world model, rules engine, prose, etc. The slop is the problem, not when it was generated, or how.