A long time ago amateur/indie game devs looked to procedural generated content as a sort of holy grail to generate games with more interesting content quicker. (it was esp common in the roguelike spaces). Didn’t work out that way, stuff wasn’t that easy to setup, and often was pretty shallow, buggy, and bland. But sure, this time it will work. (PGC still has its uses btw it just isn’t a holy grail).
Well, all of the most successful roguelikes of the past decade use procgen. Slay the spire procgens the map and encounters. Darkest Dungeon was all procgen and it had sooo much replayability. The Binding of Isaac is all procgen.
A long time ago amateur/indie game devs looked to procedural generated content as a sort of holy grail to generate games with more interesting content quicker. (it was esp common in the roguelike spaces). Didn’t work out that way, stuff wasn’t that easy to setup, and often was pretty shallow, buggy, and bland. But sure, this time it will work. (PGC still has its uses btw it just isn’t a holy grail).
Well, all of the most successful roguelikes of the past decade use procgen. Slay the spire procgens the map and encounters. Darkest Dungeon was all procgen and it had sooo much replayability. The Binding of Isaac is all procgen.