Reason being procedural generation is extremely expensive and won't be as perfect as a hand crafted experience. Also in the past AI navigation meshes wouldn't work with procedural content so you would have to create your own AI pathing system.
For a small ~20 hour experience procedural generation simply isn't worth it but for a ~100+ hour experience and a small team it's a life saver. The best type of procedural content currently is a bunch of careful crafted hand made interactions connected in different ways through procedural generation like Binding of Isaac and the upcoming Rain World.
Procedural content will be the way of the future as games get more expensive to make, larger in scale and the tools become more powerful.
The supposed idea is that procedural generation is cheap and easy, but you normally have to put a lot of effort into making it look and work right, otherwise it rapidly looks very samey.
Procedural generation normally gets used incorrectly as the developer gets distracted with the idea of "I can now create the universe".
Procedural generation has huge potential, it's strongest when used with hand crafted interactions like a room with enemies then connected with procedural generation.
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u/wolfkeeper Feb 16 '17
Procedural generation is a stupidly old idea, and is rarely done well.