A tool does not "serve" its master. A tool is used by its master. If the tool's "master" does virtually nothing, then whatever is achieved is not his accomplishment, but either the tool's, or of those who created the tool. You do not get to claim you've created a car, just because you drive it. You only create a car when you actually design and build it.
It seems like you're bending over backward here to alienate the author from his work, as if he only uttered the godlike incantation "
Let there be Duke Nukem 3D on iOS" and so it was. And if that was true then you'd have a point. But if you'd read the article, you'd understand that wasn't the case.
Your other interlocutors have made the point (which you haven't fully grappled with yet) that there are multiple roles which are all crucial to execute a successful project. Some are directly building the product, like game designers, artists, coders, and testers. Some are higher level, like product/project managers and executives. And some people fill multiple of these roles simultaneously depending on the team size.
But when the project is done, it's everyone's victory and everyone gets to claim they created the product. That's why the credits block doesn't only list programmers. In fact, top billing usually goes to creative directors that may have never seen a line of code. Because code by itself doesn't make a Good Game™... it's only valuable in service of something bigger.
"Good" is the product of asking the right questions, solving problems, iterating, understanding your users, and ensuring that the work is consistently high quality... all while not losing sight of the high-level vision along the way. AI cannot reliably do any of these things yet, which is why people are still necessary to keep the project moving forward until all of the pieces are in place.
By your logic, a ship captain can't take credit for a successful voyage because he only gave direction to the crew who carried out his orders. But I think we all understand that the captain's value is not him physically turning the wheel, but rather deciding where to go and how to get there, and how to deal with the problems that arise on the voyage.