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The uniformity vs variability is not the issue I think. The opposite of procedural generation is manual generation, and a level designer would add required vari
by pornel 4y ago
The uniformity vs variability is not the issue I think. The opposite of procedural generation is manual generation, and a level designer would add required variety by hand too.
The problem with procedural generation is (over)use of it to generate gameplay. In your example it'd be "we have 50 million different offices to explore!", but they're all just different arrangements of the same desks.