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[–] xqvn2 0 points 3 points 3 points (+3|-0) ago
First, no.
Second, for consumers it's a current hip trend being pushed that gives them a facade of extra replayability; for developers, it means they don't have to put as much effort into hand-crafting the actual game experience (level design is hard).
I'm not against procedural generation (I love Dwarf Fortress' worldgen and played a ton of roguelikes before they became every other game on Steam), that's just two obvious answers that came to mind.
[–] Mr_Teatime 0 points 2 points 2 points (+2|-0) ago
I hate most games with procedual generation, because most of them are so lazily designed and have so little actual variation, that you can see the patterns after just a few levels. I honestly can't see an exploration game succeed on procedual generation without most of the work going into the algorithm or the components of the generation.
[–] RedditCEOEllenPao 0 points 1 point 1 point (+1|-0) ago
Bloodborne's procedurally generated dungeons are probably the best example I can come up with of the practice. The entirety of the main game is a set in stone world, but there's additional endgame content that you can play through that is procedurally generated (specifically, the Root Chalice Dungeons). I've got a group of 4-5 other guys I team up with to play Bloodborne and it provides us a fun distraction while we bullshit about our days while also providing enough of a challenge to engage us when we really need to be engaged.
[–] smackdownfletch ago
I get bored with procedurally generated games more easily than crafted experiences.