Hunt the Wumpus is a 1980 puzzle/exploration game in which the player enters a semi-randomized network of caves in search of the titular Wumpus. Aside from slaying this deadly beast, players must also navigate the cavern layout while trying to avoid lethal pitfalls and disorienting bats. I never actually played the proper version of this game, complete with crude graphics and interface. Instead the version I experienced was a text-only knock-off with the highly original name Wumpus Hunt. For all intents and purposes both versions of the game played the same, relying on an algorithm to create the underground topography in order to keep things fresh through multiple playthroughts. Funny aside, many years ago my father and I started making our own variant of the game called "Mantis Hunt" in Turbo Pascal, but for various reasons we abandoned the project before it reached a playable state.
Iron Helix is much newer than the previous two examples having come out in 1993, during the early days of CD-ROM gaming. It has a neat little instillation program featuring a man slowly being devoured by a Tyrannosaurs Rex, the instillation process is finished once the dinosaur is done eating. It's not as cool the one for Command and Conquer but still...anyway, getting to the actual game, during a routing military exercise a malfunctioning starship A.I. targets a harmless planet full of innocent civilians for destruction. The personnel on-board the ship have already been killed by an interior defense robot intended to repulse boarders. The player is captain of a one-man science/exploration vessel that is (surprise!) the only ship than can intercept in time to save the threatened planet. From here on out things turn into a game of cat-and-mouse with the player using one of three available drones (essentially three lives) at their disposal in order to board the rogue ship and gather usable DNA samples from the dead crew members while simultaneously trying to avoid the patrolling defense robot. If the player succeeds in finding DNA of importance they can use it fool the security system into giving the player-controlled drone access to critical areas and subsystems of the ship. There are multiple ways to destroy/cripple the ship, as well as several methods of eliminating the defense robot, although doing so only grants a brief respite since a replacement will power up after a few minutes. The strategy used each playthrough depends largely on the semi-random placement of DNA samples across the ship. In that sense Iron Helix is kind of unusual from a design point since it mixes procedural generation with branching paths to victory.
Overall, I think the reason to use procedurally generated content is to increase replayability. The caveat being the gameplay loop needs to be long enough and interesting enough to entice players back through again and again. The issue I have is, when the design feels shallow, it gets boring fast. Take Diablo, for example, the first level is basically the same as all subsequent levels. Sure, the monster sprites and set dressing change every four floors down, and the numbers get bigger, but the moment-to-moment gameplay is largely static throughout. Unless a variety of a handcrafted experience can be worked into those equations and algorithms, the kind that lead to emergent gameplay, then it's really no better now than it was back in the beginning.
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