Why do we love Procedural Generation?

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Procedural Generation in roguelikes and other games like Minecraft or No Man's Sky, generates huge numbers of maps and items. What exactly is Procedural Generation? What different ways are developers using it and why do we love it when it's used well? Josh gives game examples of how to use it in levels and other content! He also explains how it's not really random and the ways it can go wrong.
Stay to the end for bonus out takes!

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All the games featured in this video in order of appearance:
Minecraft
The Binding of Isaac: Afterbirth
No Man's Sky
Borderlands 2
Left for Dead 2
Spelunky
Meanwhile (not a game, it's a book):
http://www.shigabooks.com/
Sumon the Apgrod:
https://cemelusine.itch.io/east-van-e...
Oracle:
https://cemelusine.itch.io/east-van-e...
Captain Forever Remix:
http://captainforeverremix.com/
http://store.steampowered.com/app/298...
Oatmeal (not a game unless you play with your food)

Other References:
http://galaxykate0.tumblr.com/post/13...
http://tinysubversions.com/spelunkyGen/
https://killscreen.com/articles/how-n...

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