< published August 19, 2013

Procedural Generation Is Not A Silver Bullet


There are some folks out yonder who believe procedural generation of video game content increases replayability unconditionally, and thus somehow always adds to the fun factor, which is simply not true.

Procedural generation, specifically when applied to game level design, is the concept and process of letting algorithms generate your levels, where humans would normally take over. This applies not only to levels, but to character stats, loot, quests, et cetera.

I will meagerly try to convince you that procedural generation is not the end-all-be-all of game design, which most of you should already know.

Myths about Procedural Generation

Certainly, It Can Work

It’s not all bad, though! Games which are inherently founded upon randomness, such as roguelikes or even some “die-and-retry” shooters, can benefit greatly from random levels.

Games whose levels or gameplay are based upon input provided from the user, such as audio files in the case of Audiosurf, are right up the procedurally generated alley. These games usually focus on rigid and fun gameplay rather than tweaking their procedural algorithms forever, though.

It can be used to a great degree in small components of the game, such as random loot generation, or randomized stats (the Borderlands series is an example of both.)

Procedural generation isn’t a silver bullet, but it is an extremely useful tool in your game design toolbox.


All original content on this blog is licensed under CC BY-NC-SA 2.0. Support free information.