That's because there is no theoretical difference in those approaches. If you take your game version 1 and restart it with exactly the same parameters ("seed value"), they will generate exactly the same content - just like the game version 2. If the game designers put a predefined "seed" into the game (which you don't have to use, mind you ...), it's even exactly like game version 2 for all players and all installs of the game. The seed together with the procedural (or random) generation algorithm then basically turns into an extremely efficient data compression format - possibly even going so far as compressing several gigabytes of game data into a few kilobytes of data to distribute. See http://en.wikipedia.org/wiki/.kkrieger, which manages to pack a whole modern FPS into 96 kilobytes of game code and data.
:goodjob:
You have grasped what I was struggling to say, because English is not my first language and I had a really hard time trying to solidify those ideas into sentences, but I'm glad there are people who would grasp the meaning behind those mumbling, to the core.
As our friend has said, generating game content procedurally and using random seed in the process, does not mean we want to actually make a random world, but it can be used as an
extremely efficient data compression format, and help us making games with the area size of daggerfall, and with the surface detail of morrowind and oblivion, that fits in a DVD or two.
But it means that we can have random content as well, or real time change to the landscape, as seasonal effects, or changes to the landscape after a war, or harvest and so on...
Believe me, if we embrace the procedural content generation to the heart, and use it for landscapes, dungeons, towns, buildings, populations, events, quests, voices, and eventually even models and textures, we can have whole planets, full of distinct details, full of life, and full of semi-unique events and probably quests, in relatively minimal data storage, like a few DVDs.
I do not say that we should migrate fully to that era and even use those generated textures right away, but I say that we will end up there, in not too far a future, and it will open up a whole, unlimited world of opportunities for us.
But for now, procedurally generated landscape and it's content, would let us cover really big surfaces with acceptable detail, if we can develop some intelligent, cooperative, and adaptive landscape generators, (I have an idea how we can do exactly that), and if we can make intelligent local and global event generators, like what I have described in some of my previous threads, we can make procedurally generated simple and complex events and fill those expansive lands with life.
And we can a quest system over that event management system that could let us have procedurally generated quests with their distinct stories and rewards, (again I want to write about those methods, but my threads somehow get locked away).
In all those phases from land to quests, from body to soul, the designers can control the elements to the last detail and make those aspects of the game as unique as they want, so that we can have a main land that is manually designed to the last detail, and also main quests, and main stories of the guilds, and so on...
But we can leave the lands outside of the main story to the engine and let that produce the land and event, but warn the players that they are straying from the main plot.
OK, enough of that and I do not have more time to continue, so I let people go on for now.