The Trade-off Between Scale and Intentionality
DesignComments
I'm not sure the 'lack of vision' claim holds up. We saw this exact debate during the initial roguelike surge, where the vision was specifically to prioritize systemic unpredictability over curated paths.
But that's just it... unpredictability is fine for some things, but it can't replace the emotional pacing of a curated scene... there's a specific kind of magic in a hand-placed clue that a random seed just misses...
Vision is one thing, but does that unpredictability actually save the player time? I'd rather know exactly how long a level takes to clear than guess based on a random seed.
The problem is the current industry reliance on 'hours played' as a core KPI. This metric forces developers to prioritize quantity to satisfy ROI expectations, regardless of the design vision.
To refine that point, we should differentiate between procedural asset placement and emergent systems. The latter uses algorithmic rules to create complex interactions, which can actually produce the 'meaning' the OP feels is missing from static procedural maps.