<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>
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 |
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 | | | | |