Idk, I get we're in the frustrated zone rn but if you're going after roguelikes and "traditional procedurally generated content" as AI-adjacent where do you stop? I use an LOT of procgen animation in the game I'm working on right now because there are things that would be straight-up impossible to do without it - that doesn't make it NOT something made with intentionality. If I spend hours building a system that makes a character dynamically come to a stop, is it "not handcrafted enough" because a computer is enacting it, even though I specifically created the parameters to get what I wanted?
This kind of argument massively misses the point to me. AI is a plagiarism engine, and it's also specifically not a tool. It's a black box where idea guys put things in and get random garbage out. Imo to compare it to - to place it alongside traditional procgen is to do a massive disservice to the amount of creative effort that goes into making quality procgen work.
Like, you'll see the same amount of attention and care go into prompt engineering, too. In particular, retrieval-augmented generation requires a lot of attention and does a whole lot to improve the quality and accuracy of the results.
And you might say: "well, yeah, if you put enough human effort into improving the prompt then the LLM is not doing much other than to wordcel the data you stuffed in the prompt into a response" and, yeah, that's kind of the point I'm making. For most of the compelling uses of LLMs the LLM is actually not doing that much and there is still a lot of engineering that goes on beyond the scenes to make it actually useful to others. This sort of care and attention that prompt engineers put into this is (in my view) not much different than the care and attention a game developer will put into making the game experience "just right". It's very much a creative act.
Like, I do think that LLMs are problematic (for plagiarism and labor arbitrage and other reasons), but I feel like people don't give them a fair shake either and fail to understand their true potential. It would be like judging a game engine by saying "my game looks like trash if I use the stock assets that came with the engine and don't bother to work around the game engine's (inevitable) foibles and limitations". Well, yeah … don't do that then.