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.
One of the jobs I did for a client was to move their in-game map screen to use procedural generation for the textures. I used the existing height map and a simple lighting equation to generate the base texturing, then applied a consistent sea level, added roads, and procedural height lines. All of that was done based on existing concept art of what the map should look and feel like. And this was a huge improvement over their existing process, which was to force an artist to take screenshots of the current map and stitch them all together in Photoshop by hand. Nobody's job was threatened by this automation; in fact, it freed up people to do actually interesting things to the game world without worrying about manually updating the in-game map screen.
