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JustBeingReal said:
The whole procedural generation thing can actually be used to create a simulated world, solar system or universe and then tweaks could be made by development teams to add features or gameplay. The overall algorithm used to make such simulated environments can be implemented differently by bigger coding teams, it doesn't have to be handled exactly like an Indie studio, with one or two people working on that math but rather multiple times that number of coders.

Sure, but the job of the developer would be to find generated worlds that fit with what they want to present in the game. It is almost like if you chose 60 random Skyrim characters using the character customization and had to choose six character presets which looked good. You would rather just create the characters yourself rather than relying on the generator and choosing what is best. Sure, you can set some initial conditions, like they did in No Man's Sky (for planet size and distance), but those resources could be used elsewhere. Space simulators benefit from these large worlds because they allow you to choose what you want to do and where to go. Star Fox, by the nature of its genre, is a linear game at its core. And that is why the OP can't separate genre from the setting. The setting informs and responds to gameplay.