Later with Inform 7 they created an English like language, describing the game by just using English like sentences. Emily Short created Galatea with Inform6 which is more a conversation experiment than a game, think of Eliza but with stereoids, having even "feelings" and "topics" on the conversation. Depending on how you chat with a statue and what topics you uncover, after a long chat you will reach one ending or another. OFC the topic and the feelings, previous chat... it's dynamic and not pre-generated like a graphical adventure menu.
Then there is Counterfeit Monkey, where you can turn an object into anagrams of others in order to solve clever puzzles, and the object count it's really big. That could be really hard to implement with an LLM.