I've been reading up on procedural generation and ran across this video. It's a game that procedurally generates terrain, buildings and NPCs. Within the presentation the devs talk about how normally scripted AI aren't adaptable in a procedural game. A new form of AI had to be considered. While the game is a FPS it has many similarities with EQ on game development and content generation and AI. I wish SOE would give us more in depth info on the game development like these guys.