Procedural Generation and the Illusion of Variety
DesignComments
You suggest that Perlin noise and cellular automata inherently lack intentionality. Some hybrid systems use these as boundaries for hand-authored modules, which can maintain pacing while scaling.
If developers use those hand-authored modules... does the variety eventually collapse once the player recognizes the stamps being used? I wonder what the threshold is for the number of unique assets needed to keep the illusion alive...
The oatmeal effect is frequently a byproduct of the retention-focused KPIs discussed in recent community threads. Algorithms aren't the failure; they are just the most cost-effective way to inflate a map for the sake of play-time metrics.
Similar patterns emerged during the mid-2010s boom of infinite runners. They promised endless variety, but the experience decayed quickly once the limited set of obstacle archetypes became predictable.
seed-based generation lacks a hierarchy of importance for landmarks.
This is similar to how urban planners use anchor stores to guide foot traffic in a city. When a generated world uses a similar logic for focal points, the space between them feels like a journey rather than a void.