The idea is that by the time you've finished the rest of the game, you're really good at making levels. You have a solid understanding of what makes a passage fair, balanced, engaging, and so on.
Watching pros play deathmatch in the first level is a trip.
Sometimes indies use procedural generation as a shortcut to creating levels (or replayability) without consideration for these patterns, and instead of creating an engaging varied scenario they end up being obviously disjointed and break the flow of the player.
Are you saying that seeing the answer is more satisfying than solving the puzzle? (as in a joke or a magic trick that you don't even try to solve?)
Think an adventure game, where in order to proceed, you have to figure out the intention of the game designer for items and combinations (and pixel hunting). Compare that to the recent zelda game, where puzzles are more free-form - where you can employ physics to solve the problem at hand (such as crossing a cravice by falling a tree trunk across it).
Procedural level generation is only viable in production for games if a professional level designer can step in and tweak it.
You can think of speedrunning a puzzle game as a racing/puzzle game though :)
(He also wrote extensively about it in his blog, as I recall, though I don't have a link handy.)
They handcrafted tiles, out of which a metroidvania style levels were generated.
It consisted of a random graph generation(with constraints), and fitting the handcrafted elements to that graph.
It took the best of both worlds - a properly designed levels with tons of replayability.
Many modern games are basically theme parks.
clever uses of scenery and forced perspective to give the impression of a much bigger, more detailed world than's practically possible
This is why I prefer more sandboxy games with more potential for emergence.
https://kotaku.com/breath-of-the-wilds-biggest-design-secret...
And in the olden days, a lot of this was basically necessary due to technical limitations. You couldn't get Breath of the Wild size worlds running on the N64 or PS1, so games like Ocarina of Time and Majora's Mask had to use careful design to make the worlds feel a lot more complex than they actually were. Same with 3D platformers like Mario 64 or Banjo-Kazooie.
No, of course not. Sometimes I want a theme park! It's just that I'm sometimes promised a world and what I get is more of a theme park. Sometimes one wants the theme park. Sometimes, one wants a more "natural" experience. This also comes in degrees, which is part of why it's tricky.
It reminds me of all those cheesy sci-fi/fantasy movies from the '70s that promised "AN ADVENTURE BEYOND YOUR WILDEST IMAGINATION".
It provides a beautiful, immersive world that is ridiculous in its attention to detail. The amount of stuff to do, accurate flora and fauna, weather effects, and NPC behavior, is ridiculous.
But the moment you start a mission, things are on rails and you lose that freedom. Or the moment you commit a crime even without witnesses the law will find you like a homing pigeon. Most entities in the wild (trees, animals) are just elaborate props and there's nothing emergent about them, and random encounters are not random at all, but just selected from a pool of missions.
They're still great, but for me it did mean having to let go of the 'immersive sim' expectation and instead approach it as a ridiculously detailed version of a 'typical' GTA-style non-emergent game.