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Procedural Generation as a Space Saving Trick

8. Procedural Generation as a Space-Saving Trick (Not an Aesthetic Choice)

Rogue, Elite, and countless DOS games generated content algorithmically because they had to — there wasn't storage for hand-authored content. But this constraint produced a design habit: think in rules and seeds, not in individual instances.

Rule of thumb: Before hand-placing 50 items, ask "could a formula generate these, with hand-placement only for the 3-5 that matter narratively?" Old designers defaulted to systems; only spent hand-crafted effort on moments that needed to be memorable.