

I only really enjoy WFC mapgens, simply because structures they come up with are largely driven by modular pieces and that produces interesting results for longer time (for me personally). I find noise/biome/temperature driven open-world worldgens boring af, and I get a feeling I’ve seen it all very very fast. AI can potentially produce unique structures in open-world worldgens way better than noise-based algorithms with basic heuristics on top of them. You mentioned quests, just consider that AI-based worldgen can generate/modify world based on those characters and quests. You can ask it to start with noises, then modify to arrange for villages/cities, then make sure there is nice road from village A to village B and landscape is modified to make this road nicely traversable, and if there is a quest, modify map in a way that the needed dungeon happens according to intended progression in the mountain between those villages, etc.
Another bad faith / inexperienced take.
That’s also one of the reasons why it’s interesting. This happens a lot when implementing regular mapgen and you have to fix it until it only generates correct maps. AI can perceive what it generated and make sure certain invariants are holding and if not, modify map to fix it, and continue going and going. You can ask it to start with noise and carve space for villages and carve roads between them. You can ask to start with noise and quests and generate roads based on what makes sense for progression, and so on.