But I think what is most indicative of inefficient tools for procedural generation is the lack of more moons. With planets, I can understand wanting to tweak biomes and add non-procedural stuff. But moons are a completely different story. If they only a 4 and the next ones are coming so many months later, this is not a good sign-it means they cannot make moons en masse.
Well, to be fair, it doesn't
necessarily mean this. It could also mean that the engine is incapable of having so much stuff in it at the same time without bringing everything to a grinding halt. Or it could be both. Or neither. It's funny that there's no way to tell what is the reason for this - in the
most transparent game dev company ever.
I kinda like to use Larian Studios as a counter-example here - when they released their alpha, it pretty much had everything you needed to know about the game mechanics and gameplay loops. Yeah, more combos would be added, more zones, more everything, but you could see that you could do funky stuff with the environment, create combos and various environmental solutions for the encounters, you had the stats and the abilities as examples of what you could do, you know, basically, it was a proper slice of the game. Heck, it turned out that WL2 and PoE were proper samples of
their gameplay too. Meanwhile, CIG created a bare-bone presentation of what was available in the engine at the time, and just promised that everything else will somehow be added eventually. Well, okay? But maybe, not okay?
And yeah, sure, you can hit me with counter-examples of games that added a lot of elements as they developed over the years, like, say, Minecraft or Rimworld, but those, too, had core gameplay loops already in place when the alphas came out. You could punch trees and build giant cocks! You could make diamond pickaxes and shove them up your AFK'd friend's butt! You could watch colonists die to a random event and wonder if the sprites were lifted from Prison Architect!
So yeah, you know. A lot of questions, not enough hard data.