Early history '' Prior to graphically oriented video games,
roguelike games, a genre directly inspired by
Dungeons & Dragons adopted for solitary play, heavily utilized procedural generation to randomly produce dungeons, in the same manner that tabletop systems had done. Such early games include
Beneath Apple Manor (1978) and the genre's namesake,
Rogue (1980). The procedural generation system in roguelikes would create dungeons in
ASCII- or regular tile-based systems and define rooms, hallways, monsters, and treasure to challenge the player. Roguelikes, and games based on the roguelike concepts, allow the development of complex gameplay without having to spend excessive time in creating a game's world. 1978's
Maze Craze for the Atari VCS used an algorithm to generate a random, top-down maze for each game. Some games used
pseudorandom number generators. These PRNGs were often used with predefined
seed values in order to generate very large game worlds that appeared to be premade.
The Sentinel supposedly had 10,000 different levels stored in only 48 and 64 kilobytes. An extreme case was
Elite, which was originally planned to contain a total of 248 (approximately 282 trillion) galaxies with 256 solar systems each. However, the publisher was afraid that such a gigantic universe would cause disbelief in players, and eight of these galaxies were chosen for the final version. Other notable early examples include the 1985 game
Rescue on Fractalus (that used fractals to procedurally create, in real time, the craggy mountains of an alien planet) and
River Raid (the 1982
Activision game that used a pseudorandom number sequence generated by a
linear feedback shift register in order to generate a scrolling maze of obstacles).
Modern use using
Voronoi tessellation Though modern computer games do not have the same memory and hardware restrictions that earlier games had, the use of procedural generation is frequently employed to create randomized games, maps, levels, characters, or other facets that are unique on each playthrough. Many modern roguelike games (sometimes referred to as "roguelites") have shifted away from the turn-based early roguelikes to incorporate gameplay of other video game genres, such as
platformers or
shoot 'em ups, though still retain elements of procedural generation in how gameplay maps and levels are generated to assure that the player has a means to complete each level along with permadeath. This also extends to
power-ups and other items that populate the game's map, selected by the game through procedural generational rules to assure the game feels fair to the player so they feel they have the
agency to win the game. -based terrain in
Luanti Procedural generation is often used in
loot systems of quest-driven games, such as
action role-playing games and
massive multiplayer online role playing games. Though quests may feature fixed rewards, other loot, such as weapons and armor, may be generated for the player based on the player-character's level, the quest's level, their performance in the quest, and other random factors. This often leads to loot having a rarity quality applied to reflect when the procedural generation system has produced an item with better-than-average attributes. For example, the
Borderlands series is based on its procedural generation system which can create over a million unique guns and other equipment. Many
open world or
survival games procedurally create a game world from a random seed or one provided by the player, so that each playthrough is different. These generation systems create numerous
pixel- or
voxel-based
biomes with distribution of resources, objects, and creatures. The player frequently has the ability to adjust some of the generation parameters, such as specifying the amount of water coverage in a world. Examples of such games include
Dwarf Fortress,
Minecraft, and Vintage Story. Procedural generation is also used in space exploration and trading games.
Elite: Dangerous, through using the 400 billion known stars of the
Milky Way Galaxy as its world basis, uses procedural generation to simulate the planets in these solar systems. Similarly,
Star Citizen uses the technology to create seamlessly loaded planets among its hand-crafted universe.
Outerra Anteworld is a video game in development that uses procedural generation and real world data to create a virtual replica of planet Earth in true scale. ''
No Man's Sky'', by using procedural generation, is the largest video game in history, featuring a universe of 18
quintillion planets across entire galaxies, which can be explored in flight or on foot. The planets all have their own uniquely diverse terrain, weather, flora, and fauna, as well as a number of space-faring alien species. The same content exists at the same places for all players (thanks to a single
random seed number to their deterministic engine), which enables players to meet and share discoveries. ==In other areas==