ZFR: Unless procedual generation means something different now than it did originally, then I'd say quite the opposite. It takes lots of creativity to procedually generate nice levels.
That said, a lot of people seem to be under the impression that procedually generated levels = random levels.
Yeah, I was going to add to my post that procedurally generated doesn't necessarily need to be random (though I find when it's touted as a selling point for a game that is what they mean)
ZFR: Indeed. Like this:
https://en.wikipedia.org/wiki/River_Raid#Technical_design We once studied how this was done. Pretty impressive for its time.
Yup. My (incredibly overly ambitious) ideas for games all involve huge worlds that would take up massive amounts of memory to save as is, so I'm always looking at ways to generate a world from a given seed so all I need to store are a seed and the algorithm to turn it into a world.