You're mostly correct in your musing about "programmed framework", it does become more space efficient to store the various visual assets once, and use the game engine to call them up using scripts (much simpler data)
Oh I know (DBA IT professional .. scripts and the efficiency/inefficiency of them is a never ending battle

) … but I was referencing/musing about how lots of games have limited size because the game doesn’t have 100,000 saved and programmed levels. Instead the game is programed to self assemble “legos” in the framework of the game …on-demand, endlessly.
So instead of programming and bloating X amount of “game levels” the game itself takes the legos and spits out a randomly generated level on the fly. It can do this endlessly and your game is infinitely replay-able and can either be more or less expensive to produce … depending on which perspective you look at it from.
You are correct in your statements about HH.
However regarding my “musings” you missed the point … I hope my reiteration of it helped clear it up for you.
It will be interesting if/when we see a porn game that works like AAA titles.
Select Li, Select location, Select additional Li assets, Select ”ahem activities“, and then generate on the fly via assets … vs saved slides. I’m certain some of this is used to a greater or lesser degree in ALL programming even HH but there are limitations based on the type of tools, skill, and hours invested.