I'd prefer random content built on top of hand placed content.
I would go for all the way the reverse direction, i.e. we should have the base of procedurally generated content in an engine that allow developers place down guide lines for the direction of the flow in the procedurally generated content, and having a choice to make completely random or guided semi-random content, or even completely manually designed content as well.
The designers, could define if they want an area, dungeon, population, event, or quest to be randomly generated, via a guideline, loose or tight, then let the engine generate the desired content and then check if they like the end result.
So if it is acceptable, then let it be, which would result in a very small data, but they could change and tweak different aspect of that content, or wipe it clean and completely design that by hand, and so on...
This way, the designing procedure could be greatly accelerated, and would free some tame and resource for developers to use on places where it is more needed.
Since most of the dungeons in Oblivion were generic anyway. Random generation would help developers spend more time on the system rather than making dungeons.
bingo, but it would not mean that the end result would have to be
generic as you say, as we can have more sophisticated algorithms for generating procedural content, and also developers could tweak and alter the results as they like.
I think they should randomize NOTHING. Apart from dungeons. That way, I'll get happiness from exploring.
why not?
We already have random encounters, so why not have random events and quests on thetop of that as fillers between manually designed ones.
Or even randomly generated landscape in places that would warrant that like thick jungles, or caverns, or out of the way areas where the designers do not have time to spend on and players have no official need to go into, and so on...