I'm all for folks trying. I'm less enthusiastic it will pay off.
I'm all for folks trying. I'm less enthusiastic it will pay off.
I think they could do things like check the response to some areas and favour those to weed others out.
I remember spending time in RDR2 exploring the landscape, and finding the variety of moments that spawned (hunters, animal attacks, peril and whatever else). I think AI can get close enough to that quality of environment to satisfy people. As it was, the level designers were clearly inspired by the natural world which was not generated by human game designers.
Read about the launch and the development of No Man's Land.
All said, the hubris of new attempts accomplishes a ton.
I agree with your broader point about low confidence in an AI-powered quantum leap, but in my experience this point about repeated playthroughs is actually backwards. Lots of the most popular and/or heralded games in recent years use procedural generation to enable repeated playthroughs as a core mechanic. Balatro, Hades, Slay the Spire, Diablo, Helldivers, Civilization, etc etc. Even things like drafting in MtG or board layouts in Settlers of Catan use procedural generation to increase replayability.
Fair, though, that there are some that are closer than a straight read of my post would imply. Minecraft would be a good counterpoint. Those tend to be sandbox style. And nothing wrong with that.