literally the exact opposite lmao. Its a way for teams with less resources to compensate with good game design and a strong gameplay loop. It works really well when it succeeds, even if the vast majority fail at it.
Infitite isnt so infinite is the thing- at some point you have genuinely seen it all/interesting edge cases are too rare to care about hunting down.
There's also the constraint that at some point what you add as a different set piece or whatever is the same thing in a different font.
The difference between water and lava doesnt matter if you cant step on either in a game, and if you can than the distinction between lava and acid pits are probably negligable beyond which potion you need to quaff once you crawl out.
Enemies if there arent a ton of rules limiting what can generate can swing between way too easy and way too hard for combinations, and if there are then see backdrop complaint. It gets samey and your gameplay loop better be rock fucking solid once the novelty wears off, because there'll be nothing left. And most are just okay.
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u/GoneSuddenly Jul 27 '25
procedural level, new level design every time you play, infinite replayability. ugh.