>>15367903
>That applies to every single game that doesn't have procedurally generated terrain.
Partially correct. There's a lot more besides terrain to create varied playthroughts. Deus Ex has a linear story on the same maps but it's still worth multiple times because you can use different skills\augments and see different parts of the story.
However in the case of sandbox games, the gameplay is always the same especially since it's geared towards perpetual optimization. The only thing that changes is the starting conditions to which you must accomodate.
In a way, sandbox games are like RNG, with the terrain being the seed, so obviously you'll need different terrains in this genre or you're gonna get the same result everytime you play.
>not every game needs to be endlessly replayable
Sandbox games do, though. Their entire point is about reacting to the world around and adapting to it, optimizing what you do for maximum results.
However if everytime you play the resources and enemies are in the same location, then you'll build in the same way with the same purpose.
>literally everything else about it is worse
Which is a problem if it matters to begin with, something that's not always true.
Sandbox games are about you building shit, having a world already built for you doesn't help there so procgen doesn't ruin this.
There's also roguelikes that only work because of their procgen nature, otherwise you'd always play the same way every run.