Because of hardware requirements. Procgen's point would be a huge number of zones (thousands or mills) which is well beyond our PCs capability if it comes to the simulation of the objects within.NewtSoup wrote: I can't see why you can't have both a procedurally generated universe AND custom content. It should be perfectly possible to use a seed to create the base layer of the universe and then the hand built "map" just contains what's been added to it to make each place more unique and interesting.
A smaller number of zones is quicker to handcraft then writing a proper algorithm that can generate them (lets say a couple 100 considering HW limits and XR's CPU & mem consumption).
Either way its just about manhours even if we assume the algorithm has just as good results as handcrafted content and lacks the usual boeredom factor entirely - meaning it has no real effect on the game except for a lower price perhaps in the ideal case where ES is really quick, intuitive and lucky writing that generation routine.
But X zones/sectors dont need too much time, anyone can design a couple 10 zones in few days that makes sense economically and satisfies lore conditions. Place a few stations, pick some background objects done by the art team and define local ship spawns perhaps. And it needs no dev skills, so costs are a bit lower then sending your coders on a procgen routine.
But if that makes anyone more happy im pretty sure roids are procgen'd so X series has this feature already xD
Where i would LOVE procgen though is X3 style Xenon ships.
Those could look really good with that art style, and would match lore so much while making Xenon ships more varied looking - and if capabilities would depend on the routine as well maybe more interesting to fight even.
XRs insectoids just dont fit for me nowhere near as much as the X3 'bauhaus' design.