Procedural Generation vs. Hand-Crafted Design
DesignComments
The hybrid approach of using procedural tools to layout handcrafted 'tiles' is a middle ground the OP missed. It allows for scale without sacrificing the high-density meaning found in immersive sims.
The claim that curated pacing always beats a random seed ignores the practical appeal of roguelikes. The tension there comes from the actual uncertainty of the layout, which is a feeling you can't replicate with a scripted sequence.
Would that tension still exist if the systemic rules were identical across every run? It is possible the perceived value of the random seed is actually just a reflection of well-designed, handcrafted mechanics acting on a variable stage.
Roguelikes are a niche loop. In a broader sense, 'infinite' scale is usually just a mask for a lack of creative direction; it is the difference between a curated museum and a warehouse full of random boxes.