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The use of procedural generation would both be a wasted on this game and a waste of time for the devs to craft into something good. At best a Portal world that changed would likely be the only way to add that in a meaningful way.
The way a procedurally generated zone in Abiotic would have to work is to make it a portal world that reforms both on server startup and every in game week. When it reforms, it includes content from every zone the team has been in and you can only get materials from this world that you have already obtained before. This way it's more obvious to the player that there are renewable sources of materials while making sure players cannot skip regular content.
But couldnt the same be said for a handcrafted map? That eventually you recognize it and know it by heart? And then there is literally zero innovative replayability?
It really depends.
Knowing a map could be the appeal for optimizing things on the next run.
A map could have secrets that were missed last run, because on the second run a person might explore more.
On the extreme end, you have Team vs Team maps that that are played hundreds or thousands of times by a given player, and yet the familiarity of that map doesn't detract from its replayability, but that's because the replay factor is elsewhere.
I played the heck out of a few Zelda games, and knowing the map didn't affect the replay value much at all.
Other random aspects, like randomized loot or gear properties sometimes work like a slot machine. When things line up right, it feels great. When it doesn't it doesn't feel as great or even feels bad, but knowing you could get that in the next game a person tries again for a chance of a better run. That's not exactly creating content, that's more of a lotto. Though that is a bit disingenuous, because working with the cards you are dealt, good or bad, in a rouge-like is part of the fun, but that's also part of mastering it.
All you have to do is look at things like No Man's Sky (which I have like 1,400 hours in, so I can criticize it