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
I guess what I'm saying is: Couldn't a world model with targeted training and thoughtfully tuned system prompts be directionally similar to the layered systems to produce specific patterns of outcome?
Are video game developers using these systems in their workflows? Would love to learn more!
The combination of "many", "most popular", and "nothing" is overstating it by a wide margin but for example the majority of the vegetation in games as far back as oblivion was procedurally placed.