Generation output is not gameplay
A striking generation can create surprise, but surprise fades quickly. Gameplay needs decisions, and those decisions need to change what happens next.
Feedback has to be immediate enough
If AI generation takes too long, the player loses control. Split feedback into stages so the player can stay involved while the system works.
Replay value comes from constraints
Fully open generation is often weaker than a bounded challenge. Goals, limits, scoring and failure states turn AI content into a playable system.