Procedurally generating content can be a great tool in games. Minecraft mey be the most well known game with procedurally-generated content at the heart of the gameplay loop (seeded maps), and many other incredibly famous game incorporate this technique within the gameplay loop.
The popularity of this technique is mainly due to how we see games, more importantly roguelikes. Honestly, once you've played a roguelike, you've got the gimmick : play, lose, improve, play again, win, and unlock a new way to play. And that's the core loop of the game : repetition. Repetitively use the same mechanics until you unlock a new way to play. Thus, procedurally generating the maps, enemies, events and other aspects of the game can be very useful to pimp up the overall gameplay.
Despite the repetitiveness, I've always loved playing roguelikes. Extremely passionate teams have made incredible games, some of them being memorable experiences.
The first real roguelike I played was Neon Abyss. In the middle of the Covid pandemic, I found this game that i could play on my shitty PC between two online classes. And that was a revelation. This indie game changed the way I saw repetition within a gameplay loop.
Repetition is the double-edged sword that can either lead a game to greatness or absolutely kill a game. Within every gameplay, there is repetition: call it grinding, training, mastering a skill or replaying the same game, no game escapes repetition. Thus, games try to deal with repetition, and every game does so differently. In multiplayer games, the randomness of human interaction makes every game unique. In puzzle games, the puzzles change, evolve or new mechanics are introduced. Other games intrduce new maps, story elements, new weapons or other futile change andaddition to the game to try and distract the player from the repetitiveness of the gameplay. Roguelikes embrace that repetition, force the player to restart again and again and again, in search for something more. In the case of Neon Abyss, that's new characters with other gameplay mechaanics and a pretty long skill tree. But really, the story of Neon Abyss is kind of beneath the point : the range of weapons, items, the bosses, choices made within a game (Violence / Illusion and such), the pets and the mini games are the aspects that drove me to play this game again and again, without feeling like all of this was too much.
Rich of this newfound passion for roguelikes, i searched and searched for the best titles the genre had to offer, and of course found games like Enter the Gungeon (which was fun), Dead Cells (which i never played but a friend of mine played in school) and, most importantly : The Binding Of Isaac. I bought the games, seeing how it had amassed a cult following over the years, the distinct art style and dark story, and an incredibly rich gameplay and almanac of items... That i didn't like. Playing TBOI felt more like a task i was assigned to do. I felt like the controls were horrendous, the gameplay way to repetitive and unjustly unfair to be fun, and, worst of all, absolutely boring. This may seem like a useless rant, but I never understood why people loved this game so much : it is impossible to play without a tutorial, a wiki and the willpower of a god.
I let go of roguelikes for a while until 2024. The release of Balatro, as well as a friend telling me about FTL, led me to come back to this genre only now. And i love it, with some nuance to give.
Balatro is a great game, with some incredible gameplay. I love playing it, as its both comfy, repetitive to some point, has extensive gameplay (every deck with every stake and the challenge runs) and never feels too stale (cheers to the great music). However, I found it somewhat lacking : there is no actual story, nor objective : you play for the fun of it, and that can make playing the game somewhat boring. One has nothing to look up to, nor to look down to, except a "You Win !" or "You Lose..." screen. This aspect feels like it somehow undermines the overall quality of the game.
At the same time, I started playing FTL : Faster Than Light, and was shocked at both how similar every roguelike was one to another, and yet how incredible such a game could be. FTL is unapolegetically brutal, yet always fair. The gameplay is repetitive but the stakes always feel high, and the search for new mechanics, new ships, with new crewmate, makes the game feel so much bigger than Balatro. I enjoyed playing Balatro nonetheless, but FTL was amazing.
All in all, procedurally-generated roguelikes have a special place in my heart. The genre seems to be held up by just a few boring gimmicks, but small changes like a good story, intriguing characters or interesting mechanics bring the whole genre to a new level of fun.
This genre is really one of the most interesting and, sometimes, innovative genre there is out there. Its a way to tackle repetitiveness, indie ideas, and a great way for indie devs and artists to get their stuff out there.