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Een vertaalprobleem melden
The gameplay would likely also fall short, there's a lot of thought and iteration involved in designing good levels, no procedurally generated level is ever going to be able to compare to that of one crafted by a proper level designer, there are just too many human elements that go into how a level feels to play that are too hard to quantify for a procedural generation algorithm. For instance areas that require a high degree of skill to reach should offer a player an appropriately good reward, but it's very hard, if not impossible, to determine how hard it is for a player to do something without having someone actually play test it, and there are just too many possibilities to properly test with procedural generated levels. Sometimes something that looks really hard on paper turns out to be very easy or something easy on paper turns out to be very hard, and if you don't offer the appropriate rewards for the effort player spend reaching them then players will quickly feel like their effort is not being acknowledged by the game and will stop trying to explore hard to reach areas, and this can lead to players missing necessary items for progression and getting frustrated with their lack of progress.
The best option for a game like you describe would be to do something a bit like what Rogue Legacy does, where you don't procedurally generate the levels, you get artists and level designers to create different rooms, then you procedurally piece together the rooms in a different way each play through. That way you can play test the rooms properly to ensure effort is rewarded appropriately, but you still get a different experience each time. Of course the tradeoff is that even with a large number of rooms players are likely to frequently encounter the same rooms on subsequent play throughs so exploration is going to be less enjoyable the more you play.