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).
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