However, I must point out the kind of "modern" (relatively speaking) adventure games mentioned in the article -- which are more accurately called "interactive fiction" by the community -- is not very suitable for this kind of experiment. Why? Well, because so many of them are exploratory/experimental, and not at all about "winning" (unlike, say, "Colossal Cave Adventure", where there is a clear goal).
You cannot automate (via LLM) "playing" them, because they are all about the thoughts and emotions (and maybe shocked laughter) they elicit in human players. This cannot be automated.
If you think I'm being snobby, consider this: the first game TFA mentions is "9:05". Now, you can set goals for a bot to play this game, but truly -- if you've played the game -- you know this would be completely missing the point. You cannot "win" this game, it's all about subverting expectations, and about replaying it once you've seen the first, most straightforward ending, and having a laugh about it.
Saying more will spoil the game :)
(And do note there's no such thing as "spoiling a game" for an LLM, which is precisely the reason they cannot truly "play" these games!)