Given the choice, most people would rather have their own unique adventure than play through the same story with the same twists as everyone else’s tale. Games like Spelunky and Minecraft push the boundaries of what is possible within the emergent systems of a video game. The power of procedurally generated content is being harnessed to make everything from realistic texture maps to entire universes. However, procedural generation is, by no means, a magic bullet. There are extreme challenges in developing and testing systems with nearly endless possible permutations.
The perks of a game with procedural generation are obvious to players, but designers would also prefer to write an algorithm that generates endless player possibility than they would create hundreds of levels by hand. This is often the case for small, indie developers with limited time and resources. Brad Johnson is the developer of tile based dungeon crawler, A Spire to the Gods. He says, “As a solo developer, choosing to make levels procedurally has been a life saver, a mood lifter, and a game enhancer. I don’t have to worry about how to come up with interesting level layouts. If I had a team of developers working on levels, I’d probably flesh out the level editor and make custom levels, but that’s only in an ideal situation with unlimited time and budget.”