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its interesting... but i do wonder how we went from planet scale and infinite terrains in the earlier 2000s and late 90s down to "lets just do one little square". granted this looks a lot prettier...


Story and dialogue heavy games did well in the market, and work-intensive art assets like voice acting made it so these couldn’t scale through procedural generation. Ultimately there’s less call for big empty spaces.


First make one little square,

...then draw the rest of the owl




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