Procedural generation
Okay, so to be fair procedurally generated levels in games are becoming more commonplace as the game maker’s toolkit becomes increasingly advanced. Rewind a decade, and FTL’s procedural generation turned up random encounters to spice up each run. Fast-forward to the modern-day and rogue-like games like Hades are rehashing entire levels with each turn or generating entire planets to explore as in No Man’s Sky. It’s a fascinating method of making each playthrough feel new. If not full-blown procedural generation, then certainly elements of procedural generation can be incorporated into most any genre.















