Well.... of course the routine of real life is boring for most people. If real life routine were exciting, there wouldn't be much need for an entertainment industry, would there?
I think about this a lot.
My real life routine has been a little bit
too exciting, but I still indulge in a lot of art. It's true that I get absolutely nothing out of games where the entire draw is explore X, kill Y, romance Z, but I think that games offer you an opportunity to practice with and reflect on what you're doing in reality.
Anyway, long story short, that's why I treat all games like puzzle games.
My (unprofessional) opinion is that the game is probably going to do well for a few months and then either be saved by the modding scene or fade quickly. If they provide good tools for iterative procedural generation, this could be a hell of a lot of fun. Otherwise, it's kind of the ultimate expression in the "just make it LARGER" paradigm. "Over X hours of gameplay! Y many weapons! So much stuff to collect (but our inventory management is horrible)!"
And if you like that, then I'm sure this will be very cool. I find it unlikely that they'd build up this much hype over a procedural generation system that was just going to be the same old shit. It would absolutely destroy the studio and everyone else involved in the design. The most likely thing is that they have the same old thing--but a bit different, and definitely bigger.
The real test is: Do people actually want "bigger" anymore?
I don't like the "art games" and walking simulators that seem to be the industry's response to this paradigm. I crave well-scaffolded challenges. But I don't think that "just explore
" will necessarily keep turning out well, just like Starbound and Terraria showed us some limits to the spate of "just build" games.
There needs to be enough structure--"get to the mun" or whatever--to give people something to do other than sit around making numbers increase. So--what is there?