MuhVerisimilitude
Hero
Different thing entirely.I like playing golf as one of my hobbies and the last few years a lot of the golf companies have touted the point that they are using AI in making the clubface. They say they can run millions of simulations to shape and mold the face to be able to make up for golfers not hitting the dead center of the face and help to get the ball to stay straight and go about as far. I have not noticed any backlash from golfers over using the AI in this form.
I'm not sure how Wizards will use AI, but I can guess that it is not going to be 100% bad/evil/corporate. Art and writing does appear to be a center of role-playing games and it is not like using AI to make better dice that roll more random somehow. I can see the fear of the unknown.
Now admittedly I don't know how this golf thing works, but the whole AI debate has been oversimplified and there are a whole bunch of distinctions here between what different people mean when they use the term AI.
The golf AI example sounds like what I'd call traditional AI. Use some kind of algorithm to test different combinations of parameters and then simulate the parameters to investigate new possible clubs. This is a highly specific use case.
The other type of AI discussed is generative AI where you have some algorithm that has "learned" from given input how to generate output that is "similar" to the input. For example artwork generators and text generators. They function like this (almost always, of course it's possible to generate images and text without using any generative AI at all).
The first method is essentially just a form of optimisation and as such it's highly likely not to be practical without using algorithmic support. You can't employ that many people to manually try out golf clubs of custom made models and collect statistics because it'd take too much time. Using this AI approach would just speed up the process.
The second method is a parasite that must be destroyed. Death to generative AI.