
“Slop” is a word we use to contain the experience of meaninglessness.
It’s hard to demarcate exactly what is and isn’t “slop”, but nowadays it feels as if we live inside a world of it. It beams out from our phone screens every time we use the internet. It seeps from the corners of the billboards in our metro stations.
The discourse surrounding “slop”—what it is, why it’s here—seems to hang in the air around us. LLMs are everywhere right now: scratching, crawling, flailing their tendrils in search of things they can resemble. Little by little, and then all at once, our environment has been flooded by a strange proliferation of not-quite-things.
We find books that were not-quite-written and not-quite-edited, yet still place an author’s name on the cover. We encounter music that sounds like a recording of a performance some singer-songwriter once gave inside a studio; except not quite, because there was never actually a studio (nor was there a performance or a singer or a songwriter or even a pressable button labeled ‘record’).
Recently I saw a not-quite-hand-drawn cat poster in the window of a local shop, and I stood there for a second wondering about the 72-year-old shopkeeper’s AI policy.
Underpinning all these experiences is a thrum of frequent, unavoidable encounters with the main attraction/distraction that LLMs offer to the world: volumes upon volumes of not-quite-purpose-made text, barfed indiscriminately into containers that would otherwise play host to actual human people seeking actual human connection (containers such as: social media feeds, fan communities, search engine results).
Pretty much anything an LLM generates could serve nicely as a clear and obvious example of what “slop” is and what sort of problems it poses. Yet it seems to me like this word is both bigger and older than LLMs in particular. “AI slop” gets going in earnest around 2022, but 4channers had already been using “slop” since the mid-2010s to express… well, the usual range of atrocious things that 4channers like to express. And of course these posters were adapting an even older expression they’d found in cultural commentaries of the past (wherein people had been using “slop” for centuries as a way to draw parallels between ‘pigfeed’ and whatever thing they’re critiquing).
It’s easy to find cases where people use “slop” to describe something unrelated to LLMs: Consider, for example, those awkward live-action remakes of beloved past cartoons (Avatar: The Last Airbender, The Lion King, Moana). It’s also easy to find cases where people disagree on whether a particular object is “slop” or not (I have one friend who happens to really like the live-action Avatar remake). Every such case makes the definition of “slop” a little slipperier and harder to articulate.

Recently it’s become trendy to apply the label “friendslop” to games like Phasmophobia, Lethal Company and Flock Around (in a way that seems to iridesce between ‘complimentary’ and ‘insulting’). The use of this genre label is contentious, with some folks leaning into it and others wishing we’d all just choose a different word. It seems like we disagree fundamentally on what we’re trying to communicate when we utter a word like “slop”; and this disagreement has me wondering what the fundamentals of “slop” might actually be.
In this post I’ll develop my own personal definition of “slop” (which you can use if you want to, although it’s probably going to end up being weird). To build this definition I’ll proceed through a sequence of six axioms, each one representing an important choice about what I think this word means. It’s gonna be dense! It’s gonna be philosophical! Some of you are gonna get bored, and a few of you are probably gonna get mad.
I’ll then use that definition to address the “Blogs of the Round Table” essay jam prompt that first inspired this blog post. We’ll try figuring out why people call these games “friendslop”. We’ll talk a bit about its suitability as a genre label. We’ll also comment on some of the emerging aesthetics observable within the friendslop genre.
But before you can get there you must defeat this 4000 word wall of analysis, so… good luck!
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