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> Imagine playing a Zelda-like game where it turns out that 0.0001% of the time, the item you need to make progress is stuck behind a wall where the player can't reach it.

The very concept of "an item you need to make progress" is an artifact of a non-procedurally generated, railroaded plot. And even if your procedurally-generated game includes such things, it's a solvable problem to make this basically never happen.



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