By and large I agree, but it doesn’t need to be either/or.
Many of the most popular games in the past decade are procedurally generated and have nothing “intentionally” placed (apart from tuning/tweaking the balance of the seeding algorithms).
I've had good luck with using LLMs to create procedural content engines for my game prototypes. So the distinction between AI and procedural might get even blurrier.
Right, and I wondered how these world models might be use in a careful way (just as agents can be used carefully to accelerate work).
Are video game developers using these systems in their workflows? Would love to learn more!
> have nothing “intentionally” placed (apart from tuning/tweaking the balance of the seeding algorithms).
I think you underestimate the intentionality that goes into developing procedural generation. Something like Dwarf Fortress isn't "place objects randomly" - it is layers upon layers of carefully crafted systems that build upon each other to produce specific patterns of outcome