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* ''VideoGame/{{XCOM 2}}'' features procedurally-generated maps that used pregenerated UFO and building elements as part of the landscape (explained in detail in [[https://www.youtube.com/watch?v=5jrq5rDI4dk a Games Developers Conference Talk]]). These can interact with SaveScumming to the player's advantage: if a mission is just too difficult, load a save from before the mission start. The mission will reappear with the same objectives but on a different map, which may or may not be easier than before.

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* ''VideoGame/{{XCOM 2}}'' features procedurally-generated maps that used pregenerated UFO and building elements as part of the landscape (explained in detail in [[https://www.youtube.com/watch?v=5jrq5rDI4dk a Games Developers Conference Talk]]). These can interact with SaveScumming to the player's advantage: if you don't like the layout of a mission is just too difficult, mission, load a save from before the mission start. The mission will reappear with the same objectives objectives, but on a different map, which may or may not be easier or harder than before.the previous map.
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* ''VideoGame/TheWolfAndTheWaves'': The spawn locations of enemies, rabbits, mushrooms, and cure ingredients are randomized every playthrough.
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* ''Series/TheAvengers'' episode "Love All" (6-21) involved [[ExtrudedBookProduct computer-generated]] {{romance novel}}s.

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* ''Series/TheAvengers'' ''Series/TheAvengers1960s'' episode "Love All" (6-21) involved [[ExtrudedBookProduct computer-generated]] {{romance novel}}s.
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* ''VideoGame/{{XCOM 2}}'' features procedurally-generated maps that used pregenerated UFO and building elements as part of the landscape. These can interact with SaveScumming to the player's advantage: if a mission is just too difficult, load a save from before the mission start. The mission will reappear with the same objectives but on a different map, which may or may not be easier than before.

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* ''VideoGame/{{XCOM 2}}'' features procedurally-generated maps that used pregenerated UFO and building elements as part of the landscape.landscape (explained in detail in [[https://www.youtube.com/watch?v=5jrq5rDI4dk a Games Developers Conference Talk]]). These can interact with SaveScumming to the player's advantage: if a mission is just too difficult, load a save from before the mission start. The mission will reappear with the same objectives but on a different map, which may or may not be easier than before.
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* In ''VideoGame/{{Westerado}}'', the appearance of a person who killed your family in the opening, and who is searched by the player the entire game is randomly generated every time you play to keep the game fresh. Even their gender can change!

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* In ''VideoGame/{{Westerado}}'', the appearance of a the person who killed your family in the opening, and who is searched for by the player the entire game game, is randomly generated every time you play to keep the game fresh. Even their gender can change!
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** The game even has procedurally generated "forgotten beasts" living underground, similar "titans" living above ground, various "night creatures" generated from a different format, and the procedurally generated Hidden Fun Stuff. The .40 versions also contain procedurally generated metal, weapon, armour, and entity raws for adventure mode HFS.

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** The game even has procedurally generated "forgotten beasts" living underground, similar "titans" living above ground, various "night creatures" generated from a different format, and the procedurally generated [[UnusualEuphemism Hidden Fun Stuff.Stuff]]. The .40 versions also contain procedurally generated metal, weapon, armour, and entity raws for adventure mode HFS.
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* ''VideoGame/{{Wildermyth}}'' randomly generates its world map and playable characters, which further evolve during gameplay based on how the player handles the various randomly-selected events they encounter.
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* ''VideoGame/AIDungeon2'' is a [[InteractiveFiction Text Adventure]] that uses procedural generation based on player responses to create its prompts. It markets itself as the first video game with an infinite amount of content to explore.
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* ''VideoGame/MiddleEarthShadowOfMordor'' and [[VideoGame/MiddleEarthShadowOfWar its sequel]] use procedural generation as part of their "Nemesis System": every Orc has a unique appearance, and every captain, warchief, and overlord encountered is given a unique name, voice, a title related to their expertise or personality, and various strengths, weaknesses, [[BerserkButton Berserk Buttons]], and [[WhyDidItHaveToBeSnakes phobias]].
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* ''VideoGame/EmpireEarth'': Random maps are generated according to some specifications (terrain type, map size...), but the editor allows their creation with just a seed number.

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* ''VideoGame/EmpireEarth'': Random maps are generated according to some specifications (terrain type, map size...), but the editor allows their creation with just a seed number. The second game allows a bit more tinkering (resources close to starting positions or placed randomly, allies starting together or not, etc.).
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* ''TabletopGame/StarsWithoutNumber'' has tables for randomly generating entire sectors of space. The detail goes from planet placement down to how breathable the atmosphere is to what factions are on planet. There is even a metagame where the game master can generate interactions between factions, both sector wide and local to a single planet.
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Procedural Generation has a kind of sinusoidal history: it was pretty much required in the days of 8-bit gaming, as cartridges and computers literally did not have enough memory to generate all the levels. This brought in the concept of using "seeds" to grow a randomly generated world which looked realistic and challenging. Then, as games got more detailed and had more capacity, level generation was done manually, as by this time, random generation, particularly in games with save features, took up more space than static levels (take ''VideoGame/DwarfFortress'' for example: each world can hit 100MB... in .txt form) As of late, procedural generation in video games tends to be behind the scenes: in AI, for example, or for audio or visual effects.

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Procedural Generation has a kind of sinusoidal history: it was pretty much required in the days of 8-bit gaming, as cartridges and computers literally did not have enough memory to generate all the levels. This brought in the concept of using "seeds" to grow a [[GameplayRandomization randomly generated generated]] world which looked realistic and challenging. Then, as games got more detailed and had more capacity, level generation was done manually, as by this time, random generation, particularly in games with save features, took up more space than static levels (take ''VideoGame/DwarfFortress'' for example: each world can hit 100MB... in .txt form) form). As of late, procedural generation in video games tends to be behind the scenes: in AI, for example, or for audio or visual effects.
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* ''VideoGame/{{XCOM 2}}'' features procedurally-generated maps that used pregenerated UFO and building elements as part of the landscape.

to:

* ''VideoGame/{{XCOM 2}}'' features procedurally-generated maps that used pregenerated UFO and building elements as part of the landscape. These can interact with SaveScumming to the player's advantage: if a mission is just too difficult, load a save from before the mission start. The mission will reappear with the same objectives but on a different map, which may or may not be easier than before.
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Formatting


[[folder:Pen-and-Paper RPGs]]

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[[folder:Pen-and-Paper RPGs]][=RPGs=]]]
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* ''VideoGame/KingdomOfLoathing'' has a number of zones based around randomly-generated content, such as the [=GameInformPowerDailyPro=] dungeon. It's even possible to use a psychoanalytic jar on game creator Jick and try and fight your way to the top of the Tower of Procedurally-Generated Skeletons.

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* ''VideoGame/KingdomOfLoathing'' has a number of zones based around randomly-generated content, such as the [=GameInformPowerDailyPro=] dungeon. It's even Jick, one of the founders of [=KoL=], has a self-admitted fondness for procedural generation, so much so that it's possible to use a psychoanalytic jar on game creator Jick and try special item to enter his subconscious and fight your way to the top of the Tower of Procedurally-Generated Skeletons.
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* ''VideoGame/StarFlight'' used a plasma cloud fractal to generate altitude maps for 800 planets. The game fit on two 360k floppy disks.

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* ''VideoGame/StarFlight'' ''VideoGame/{{Starflight}}'' used a plasma cloud fractal to generate altitude maps for 800 planets. The game fit on two 360k floppy disks.
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* ''VideoGame/Starflight'' used a plasma cloud fractal to generate altitude maps for 800 planets. The game fit on two 360k floppy disks.

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* ''VideoGame/Starflight'' ''VideoGame/StarFlight'' used a plasma cloud fractal to generate altitude maps for 800 planets. The game fit on two 360k floppy disks.
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* ''VideoGame/Starflight'' used a plasma cloud fractal to generate altitude maps for 800 planets. The game fit on two 360k floppy disks.
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* ''VideoGame/{{Fuel}}'' is a RacingGame with a map of '''14,000 square km''' of [[AfterTheEnd postapocalyptic]] wilderness, or ''half the size of Belgium''. It uses a fixed seed generated by the developers and a few manually created landmarks.

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* ''VideoGame/{{Fuel}}'' is a RacingGame with a map of '''14,000 square km''' of [[AfterTheEnd postapocalyptic]] wilderness, or ''half the size of Belgium''. It uses a fixed seed generated by the developers (because if they shipped the entire map, it wouldn't actually fit on the disc) and a few manually created landmarks.landmarks. The game was praised as [[DancingBear an incredible technical achievement]], but most reviewers considered the idea wasted on a racing game.

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* ''VideoGame/TheSwindle'' generates a heist location anew with each mission launch.

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* ''VideoGame/TheSwindle'' generates a heist location anew with each mission launch.launch, and randomly creates a vaguely British-sounding thief whenever you lose your previous one.



* Every level in ''VideoGame/TwentyXX'' is generated from a pool of available platforming and combat challenges that are modified by the stage of the game you're at - higher levels typically spice up the challenges with more environmental hazards, tougher enemies and so on. The bosses, however, always remain the same.
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* ''VideoGame/TheSwindle'' generates a heist location anew with each mission launch.
* ''VideoGame/DarkestDungeon'' randomly generates most dungeons and adventurers.
* Every level in ''VideoGame/TwentyXX'' is generated from a pool of available platforming and combat challenges that are modified by the stage of the game you're at - higher levels typically spice up the challenges with more environmental hazards, tougher enemies and so on. The bosses, however, always remain the same.

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The {{Demoscene}} has historically made more use of these techniques than anybody, in order to eke out spectacular graphical effects from tiny, tiny packages.

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The {{Demoscene}} has historically made more use of these techniques than anybody, in order to eke out get spectacular graphical effects out from tiny, tiny packages.



[[folder: Video Games ]]

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[[folder: Video Games ]][[folder:Video Games]]



* ''VideoGame/{{Rodina}}'' uses procedural generation to generate countless square kilometres of planetary terrain (the planets themselves are predefined), create asteroids in the asteroid belt and leave wrecks of the Vanguard fleet strewn througout the solar system.
* ''VideoGame/SpaceEngine'' supplements stars, planets, nebulae, black holes, galaxies, etc. discovered in real life with countless stars, planets, nebulae, black holes, galaxies, etc. generated from a fixed seed.



* Music/BullOfHeaven probably uses this for their extreme-length songs.
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* ''{{Mezzacotta}}'' has comics generated using the date as a seed.

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* ''{{Mezzacotta}}'' ''Webcomic/{{Mezzacotta}}'' has comics generated using the date as a seed.
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Procedural generation is a form of creating media automatically. Rather than hand-crafting every coastline, mountain, tree, person and their identity, a designer makes a system where they need to enter a few variables and the program works up the details. It's a bit of a double-edged sword: when it's done well, it works ''really'' well, but when it's done poorly, it's either a mess or horribly boring.

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Procedural generation Generation is a form of creating media automatically. Rather than hand-crafting every coastline, mountain, tree, person and their identity, a designer makes a system where they need to enter a few variables and the program works up the details. It's a bit of a double-edged sword: when it's done well, it works ''really'' well, but when it's done poorly, it's either a mess or horribly boring.
Is there an issue? Send a MessageReason:
None


Procedural generation has a kind of sinusoidal history: it was pretty much required in the days of 8-bit gaming, as cartridges and computers literally did not have enough memory to generate all the levels. This brought in the concept of using "seeds" to grow a randomly generated world which looked realistic and challenging. Then, as games got more detailed and had more capacity, level generation was done manually, as by this time, random generation, particularly in games with save features, took up more space than static levels (take ''VideoGame/DwarfFortress'' for example: each world can hit 100MB... in .txt form) As of late, procedural generation in video games tends to be behind the scenes: in AI, for example, or for audio or visual effects.

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Procedural generation Generation has a kind of sinusoidal history: it was pretty much required in the days of 8-bit gaming, as cartridges and computers literally did not have enough memory to generate all the levels. This brought in the concept of using "seeds" to grow a randomly generated world which looked realistic and challenging. Then, as games got more detailed and had more capacity, level generation was done manually, as by this time, random generation, particularly in games with save features, took up more space than static levels (take ''VideoGame/DwarfFortress'' for example: each world can hit 100MB... in .txt form) As of late, procedural generation in video games tends to be behind the scenes: in AI, for example, or for audio or visual effects.
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** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' were almost entirely generated in this fashion, with a few plot-specific cities and dungeons as exceptions. The former being ''the size of Europe'', the latter being only the size of Britain or so.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' went away from it for the first and, to date, only time in the main series. The entire world was hand-created and remains exactly the same between play throughs.

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** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' were almost entirely generated in this fashion, with a few plot-specific cities and dungeons as exceptions. The former being ''the size of Europe'', the latter being only the size of Britain or so.
so. Both also use RandomlyGeneratedLevels for areas and dungeons that aren't plot-important.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' went away from it for the first and, to date, only time in the main series. The entire world was hand-created and remains exactly the same between play throughs. It helps that, through the use of SpaceCompression, it is nowhere near the size of it's predecessors, but is still far larger than most game worlds.
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Procedural generation is a form of creating media automatically. Rather than hand-crafting every coastline, mountain, tree, person and their identity, a designer makes a system where they need to enter a few variables and the program works up the details. It's a bit of a double-edged sword: when it's done well, it works ''really'' well, but when it's done poorly, it can just look like a mess.

to:

Procedural generation is a form of creating media automatically. Rather than hand-crafting every coastline, mountain, tree, person and their identity, a designer makes a system where they need to enter a few variables and the program works up the details. It's a bit of a double-edged sword: when it's done well, it works ''really'' well, but when it's done poorly, it can just look like it's either a mess.
mess or horribly boring.
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* The ''Franchise/DotHack'' games use a variation of procedural generation for fields and dungeons; at Chaos Gates in Root Towns, players can input a combination of three keywords to act as the seed for the field and dungeon they wish to travel to, with the keywords determining everything from monsters to terrain to difficulty level.
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* ''VideoGame/NoMansSky'', a sort of SpiritualSuccessor to ''VideoGame/{{Noctis}}'': A space flight simulator allowing you free roaming in a massive universe full of stars, all of which support at least one of the game's 18 ''quintillion'' planets, all procuedurally-generated. And the planets aren't the only things that are procedurally-generated, either: [[UpToEleven every plant, animal, asteroid field, spaceship, trading route, weapon, and space station in the game is also procedurally-generated.]]

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* ''VideoGame/NoMansSky'', a sort of SpiritualSuccessor to ''VideoGame/{{Noctis}}'': A space flight simulator allowing you free roaming in a massive universe full of stars, all of which support at least one of the game's 18 ''quintillion'' planets, all procuedurally-generated. procedurally generated. And the planets aren't the only things that are procedurally-generated, procedurally generated, either: [[UpToEleven every plant, animal, asteroid field, spaceship, trading route, weapon, and space station in the game is also procedurally-generated.procedurally generated.]]






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* ''[[VideoGame/TheGameOfLife Conway's Game Of Life]]'' is an artificial life simulation which involves drawing cells on a grid and then applying the game's rules to them. It can lead to some surprisingly life-like patterns. TheOtherWiki has some [[http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life particularly awesome animations]].

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* ''[[VideoGame/TheGameOfLife Conway's Game Of Life]]'' is an artificial life simulation which involves drawing cells on a grid and then applying the game's rules to them. It can lead to some surprisingly life-like patterns. TheOtherWiki Wiki/TheOtherWiki has some [[http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life particularly awesome animations]].

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