I think Shift and Laa-Yosh are arguing the same point, but from the perspective of a programmer/engineer vs an artist, respectively.
I can see why Laa-Yosh will always think that procedural content would be sub-par compared to completely hand tailored content, and would prefer tools that improve efficiency while adding flexibility. Some examples that come to mind would be Carmack's Megatexture tools or Lionhead's Megageometry tools. From his point a hand-crafted room, or a hand-crafted character will always be far superior to a procedural version of the same thing, so a game like COD with a more directed (art-wise) experience will always make the open-world game with more procedural content look shabby by comparison. With what is currently available, people seem to prefer the former to the latter, based on popular opinion of which titles "look the best."
I can see both sides of the argument. From the opinions expressed by those in the industry that have worked for companies that investigated this topic, it does seem like procedural generation of content is a long way off because it is too expensive/complicated.
Edit: Although my recollection of megageometry is vague, and could some aspects of the tools be considered procedural content creation?
I can see why Laa-Yosh will always think that procedural content would be sub-par compared to completely hand tailored content, and would prefer tools that improve efficiency while adding flexibility. Some examples that come to mind would be Carmack's Megatexture tools or Lionhead's Megageometry tools. From his point a hand-crafted room, or a hand-crafted character will always be far superior to a procedural version of the same thing, so a game like COD with a more directed (art-wise) experience will always make the open-world game with more procedural content look shabby by comparison. With what is currently available, people seem to prefer the former to the latter, based on popular opinion of which titles "look the best."
I can see both sides of the argument. From the opinions expressed by those in the industry that have worked for companies that investigated this topic, it does seem like procedural generation of content is a long way off because it is too expensive/complicated.
Edit: Although my recollection of megageometry is vague, and could some aspects of the tools be considered procedural content creation?