WinterSnowfall: why is procedural generation a no-no?
Usually tied with roguelikes, permadeath, save restrictions, or at least shallow ARPGs. But even otherwise, means the game aims for replayability instead of having a clear, long, detailed, story and setting, and I don't replay games, want to go through a good story (preferably letting me choose outcomes along the way), explore interesting places, develop characters as I wish but while still having them feel part of their world, then once I'm done close the book on it and move on.
On that matter, though sometimes some that just have outstanding gameplay grab me, probably the best games for me would be those that feel like playing a book, a book that cohesively maintains its story, atmosphere, world, structure while allowing me a great amount of freedom in character development and choices as I go along (background, identity, starting point and even some early game stuff may need to be fixed for story purposes, terribly hard to do it right if those can also be altered, though of course even better if some devs manage that). Can't exactly have any of that in procedurally generated stuff. Those are usually "well, here you are, that's the victory condition, go achieve it".