Oh, and on the topic of speeding game creation, we share the same goal and I like the idea of procedural content. I have two backburner projects, a dungeon crawl and a wargame that I'm creating automated map development software for. The idea is that I only have to create the map elements, the rules for how a level should go together and then let the software "intelligently" spit out a 300 level story mode for me to release with the game. I still have to playtest and tweak the levels but it sure beats building them from scratch. I read about a breakout game (maybe DX-Ball) that was put together that way. Also I believe Aaron Hall's Dungeon Odyssey uses the same idea, althouth the dungeons are generated at runtime (like Sword of Fargoal), which in my opinion just creates standard level-grind gameplay - but that, too, can be fun. I don't think it's a holy grail at all, if done right and with a commitment to quality gameplay it's just "working smarter, not harder".