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Even Candy Crush, a huge part of what made it successful, was the tiny details. The bright colors, the art, the subtle and not-so-subtle animations... An LLM can technically do all that, if you keep reminding it, and have strong rules, and constantly keep it in check, but there's no way it would do it on its own and keep it consistent and coherent.

Eg, if the tall green pill candy and the red round one both scale by exactly 3px when you drag them, it might still "look" wrong, and get into uncanney valley territory. And that's even assuming the LLM picked the same value to scale when you prompted it to "add a red candy", or it picked a different one arbitrarily.

I've tried making games a few times, or even CSS animations, and I can tell that they don't "feel" right, even if I have no idea why, or what to change. I have mad respect for artists and animators that can manage that, and I have no idea how you tell an LLM "It doesn't feel right when I drag the candies", and have it be able to figure out that a tall vertical candy needs to scale differently on the X and Y axis than a round one.

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The OP is absolutely not talking about making Candy Crush. They ARE talking about making art. Both can exist in the same world and be successful. The existence of and success of reality TV doesn’t negate the art of filmmaking and the enjoyment of watching a movie. Same with games.
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OP is invalidating the blog with the reasoning of detail, art, taste, etc is necessary for a good game.

I am saying that a small subset of people care about this given what people choose to play in practice. It's currently much, much easier to not care about these things and focus on the cognitive aspects to capture player attention, and the human cognitive incentives are not stacked in favor of OPs view.

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