Although, I do also happen to believe that ultimately, procgen has much more absolute potential than hand-made content. Minecraft is only 6 years old, and imo people have barely begun to expand on the basic concept.
I agree that doing procedural generation properly takes a lot of work, but there's a reason that AAA open-world games like GTAV cost hunderends of millions of dollars to develop.
The problem is that to create N pieces of satisfyingly unique procedurally generated content, you need M pieces of content that were carefully designed within additional restrictions to make them combineable in various fashions - making them harder to create. Then you add code to glue that all together. If you think M=0, that just means you've hardcoded your content in code.
When N >> M - e.g. you're generating thousands of similar-yet-distinct roguelike levels, trees, etc. - procedural generation can pay off.
But even for large-scale world assets, it's frequently the case that N < M. Making the content non-procedurally is going to be cheaper - fewer limitations to worry about, and fewer pieces of content to actually generate. A few clever tricks - rotating, retexturing, tweaking a base model, etc. - let you make a lot of non-procedural content without creating each piece from scatch, and lets you stretch that content to appear like you have more variations than you actually do.
We could even argue that AAA game studios using hand-modeled art assets instead of procedurally generated content is proof that hand-modelling is the "cheaper" route. Though most AAA game studios are using a hybrid approach and have some form of procedurally generated content in their pipeline, whether it's to create quests or to create the baseline environment on top of which bespoke content is added.
Projects are hard. Full stop.
Interesting procedural generation may require strong AI, because it must model how it is interpreted by us.
Strongly disagree! I truly feel sorry for you if you can't see beauty and spectacle everywhere you look in nature.
https://forum.paradoxplaza.com/forum/index.php?threads/space...
Many, many other games use modular assets, especially if poly and tri counts are important to keep down for mobile and low power consoles / handhelds.
With a few component models that can be separated and added to a base model, procedural mesh generation can work. But, it is extremely messy when starting out, just due to complexity and the strategy of a significant redesign of assets to be modular, not singular.
Once designers and artists are on-board, and that's half of the battle initially, in getting artists to make modular design for assets instead of single design of flagship or lead assets, then you need to create code to make the game actually work with Frankenstein ships or Frankenstein characters, buildings, etc.
it leads to intriguing art and possibilities.
And working out all of the intricacies of positions, storage, blending, replacement/deformation of modular assets, how to diagnose, test and display problems, modifying or identifying pre generated or fixed module assets in the gui, storing the atomic position and/or physics settings, looking for deformed mesh, hollow mesh/gaps, raytrace problems, wrap uv and deformation, problems with textures, etc. Batch calls, pooling, spawn locations, collision mesh, sic.
And that's just things I could think of from regular assets. Modular mesh, as well as modular textures are usually a no go area, because of the problems with the engine and performance guesswork when problems come up at the last minute. Or the first minutes. Etc.
Most indie games don't have the time to waste on procedural generation unless it's been troubleshooted or tested by designers and coders, or sold as an asset by others.
Buildings are often generated like this in game,
No Man's Sky is perhaps the more popular ur example of how to make procedural generated assets using math functions and geometric texture generation (it's been a long time since I looked at the tech they were supposed to be using under the hood, but i misremember something like fractal/geometric generation of textures to minimize the workload)
but it is still a tech demo of a well understood, but infrequently used tool.
That is, until they release the game.
Procedural generation like this is quite possibly key to the future of indie games- if you don't have the team to design large sets of art assets, its important to be able to put something pretty out there using your own wit. (A good example would be No Man's Sky.)