But I think getting good AI features into a game requires a very very high engineering effort that is easily underestimated.
Current game engines are very good at creating large worlds with interactable assets: "Pull a lever and the door opens", "enter a building and a preprogrammed event starts", etc.
They are also good at physics simulations.
But ultimately, most of the content is hand-crafted/"hardcoded". And the systems in systemic games are very simple. (With a few exceptions like Dwarf Fortress).
In order to to - for example - let an AI introduce an ad-hoc questline, a lot would need to be formalized.
Imagine the following scenario: When I was playing Cyberpunk 2077 I hoped that I could roleplay as a corpo, slowly going up the ranks, backstabbing, etc. But the sheer amount of social and economic simulation this kind of openness would require is huge.
And it does not help that the work of writers is undervalued in the industry. And also that most creatives are in the anti-AI camp.