<aside> 💡 Is it possible to have my cake and eat it too—have a hand crafted world that has all the features that have led me to procedural maps?

</aside>

Motivation for procedural

Non-essential reasons

These are reasons worth noting, but do not need to be translated to a handcrafted solution.

Reason Counter Notes
I gravitate to general solutions over specific solutions.
It surprises me more as a player A common motivation for indie developers to create Rogue-likes

Essential features

These are reasons that would need to be translated to a handcrafted solution or I would feel alienated from the product.

Feature Translation
I like each play-through to be different. I can still randomize aspects of the world.
It makes the world feel more alive like it has a life of its own. A handcrafted world can be more dynamic, which can also provide an alive feeling which is harder with procedurally generated worlds.
It feels more fair, where the author is letting go of full control and is not contriving puzzles. Multiple solutions helps mitigate this.
It is easier to add and remove elements in and out of the mix. This is only a partial feature because maintaining balance is still complex and involved when adding additional elements.

Currently the elemental procedural composition is simply populating actors throughout the world geometry, which can still be done with static geometry. | | It better supports repeated permadeath playthroughs | | | | |