To achieve what we expect, the programmer needs to implement features that allow emergent gameplay and unpredictable situations to arise alongside procedurally generated settings. There are few single player games that actually pull this off. Dwarf Fortress, ARMA, and GTA V to name a few.
the game designer needs to design
Additionally, emergent gameplay, by it's nature of being emergent is not really designed. It's a sort of iterative process of implementing a feature and testing the consequences.
I wonder if you could make a 2D procedurally-generated exploration game interesting.
Ultimately Minecraft does more by doing less. The art and design are more interesting because they're cute and different. The roughness becomes part of the charm. Notch understood keenly that mechanics are way more important than polish.
Minecraft has a tighter focus, it doesn't waste developer time doing stupid shit for stupid reasons. So much crap that went into Starbound I could really just do without. The procedurally generated worlds, who really cares about the zillions of worlds you can explore, after you've visited five or so, you've seen them all. A lot of design effort went into making a stupid thing look and feel good.
It's like they went and built an MVP by throwing shit against the wall. You're just wasting your potential audience's time by not doing basic research. I see a ton of games like this, crap that might be good in the future, but I don't want to tough it out because the game isn't fun to play now.
Now, Starbound in all likelihood still made a shitload of money, goes to show you how much opportunity is still there in video games, but the free lunch is going to end at some point.
[1] http://www.gamespot.com/videos/reality-check-how-does-no-man...
However, there is no simultaneous multiplayer. You won't see other players running around your world.
Why? It was a very fun game and the narrative arch was a work of beauty. The creature editor and Sporepedia granted unlimited possibilities. My real guess is that entitled players were simply out of touch with the industry capabilities.
"Spore was a disappointment by design. Will Wright prefered "The Sim's sales than Half Life's scores"[1]. They catered to the Sim's public. That's why you have a "design everything" feature. And mechanics so simple.
I remember sprinting through the game, realizing the phases had really simple and boring mechanics, and designing all stuff in less than a minute. When I finally reached the space phase it got a little meatier, but no enough to cater my interest for long. And It had severe interaction problems (I have an interstellar empire, but I have to navigate to each planet to collect its manufactured resources? Come on!)
It was a game with a premise for the hardcore strategy/sim fans that was made to be like the Sims. Biggest disapointment in gaming ever!"
[1] http://www.bit-tech.net/news/gaming/2008/09/08/wil-wright-pr....