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* ''VideoGame/EndlessOceanLuminous''' Veiled Sea is randomly generated with each dive; it'll always be a 10x10 grid of aquatic region, but exact features will shspawn in and out, and there will always be one sub-area devoted to a particular theme: a freshwater canyon, a hollow glacier, a narrow abyssal crevasse, a wide-open volcanic abyssal cavern, or an ancient ruin inhabited by prehistoric fish.

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* ''VideoGame/EndlessOceanLuminous''' Veiled Sea is randomly generated with each dive; it'll always be a 10x10 grid of aquatic region, but exact features will shspawn spawn in and out, and there will always be one sub-area devoted to a particular theme: a freshwater canyon, a hollow glacier, a narrow abyssal crevasse, a wide-open volcanic abyssal cavern, or an ancient ruin inhabited by prehistoric fish.
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* ''VideoGame/EndlessOceanLuminous''' Veiled Sea is randomly generated with each dive; it'll always be a 10x10 grid of aquatic region, but exact features will shspawn in and out, and there will always be one sub-area devoted to a particular theme: a freshwater canyon, a hollow glacier, a narrow abyssal crevasse, a wide-open volcanic abyssal cavern, or an ancient ruin inhabited by prehistoric fish.
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[[AC:{{Literature}}]]
* The Dungeon Factory in ''Literature/TheFallenWorld'' has a sub-section called the Thousand Steps meant to cater to adventurers of different ranks. One of the levels is called the Labyrinth and is made up of a 10 by 10 grid of rooms that are picked up and moved around every night. The assault guild must map it on a daily basis, giving them regular work.
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* ''VideoGame/GrandPooWorld3'' has a memorable such example in the Tower of Fate, which requires beating anywhere between 8 to 20 one-screen areas from a pool of 81 potential rooms in a row without dying once.
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[[caption-width-right:350:[[UsefulNotes/AlbertEinstein God does not play dice]]-- but the DungeonMaster certainly does.]]

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[[caption-width-right:350:[[UsefulNotes/AlbertEinstein God does not play dice]]-- but dice]]--but the DungeonMaster certainly does.]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/1000007399.png]]

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In {{Video Game}}s, one way to create level content is to use ProceduralGeneration - a method of automatically generating designs or terrain using an algorithm. If a [[GameplayRandomization random element]] is incorporated into that algorithm, you end up with Randomly Generated Levels - levels whose designs are randomized or unpredictable. {{Roguelike}}s, [[FourX FourX games]], and {{Endless Running Game}}s are the main users of this technique.

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In {{Video Game}}s, one way to create level content is to use ProceduralGeneration - -- a method of automatically generating designs or terrain using an algorithm. If a [[GameplayRandomization random element]] is incorporated into that algorithm, you end up with Randomly Generated Levels - -- levels whose designs are randomized or unpredictable. {{Roguelike}}s, [[FourX FourX games]], games, and {{Endless Running Game}}s are the main users of this technique.



%%* ''VideoGame/HellgateLondon'' has this as one of its features - not surprising, since many of the developers came from the team that made ''Diablo''.

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%%* ''VideoGame/HellgateLondon'' has this as one of its features - -- not surprising, since many of the developers came from the team that made ''Diablo''.



* ''VideoGame/InvisibleInc'' has a few rooms that are mostly the same in each level, but most of the rooms - and the level layout - are completely random.

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* ''VideoGame/InvisibleInc'' has a few rooms that are mostly the same in each level, but most of the rooms - -- and the level layout - -- are completely random.



%%* ''VideoGame/{{Rogue}}'', [[TropeCreator the very first]] roguelike and the inspiration for all subsequent roguelikes, including ''VideoGame/{{Diablo}}''.

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%%* ''VideoGame/{{Rogue}}'', [[TropeCreator [[TropeMakers the very first]] roguelike and the inspiration for all subsequent roguelikes, including ''VideoGame/{{Diablo}}''.



* ''VideoGame/SCPSecretLaboratory'' does the same, choosing one of five layouts for the three main zones (Light Containment, Heavy Containment, Entrance) and randomly scattering workbenches, lockers, etcetera before the round begins. The Surface Zone is the sole exception - its layout is static.

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* ''VideoGame/SCPSecretLaboratory'' does the same, choosing one of five layouts for the three main zones (Light Containment, Heavy Containment, Entrance) and randomly scattering workbenches, lockers, etcetera before the round begins. The Surface Zone is the sole exception - -- its layout is static.



* ''VideoGame/{{Spore}}'' - Initially planets are generated and randomly populated with creatures, then an entire galaxy of planets and space civilizations.

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* ''VideoGame/{{Spore}}'' - Initially ''VideoGame/{{Spore}}'': Initially, planets are generated and randomly populated with creatures, then an entire galaxy of planets and space civilizations.



* One of the main ideas underpinning ''VideoGame/{{Starbound}}'' is to take this as far as possible - it's set in a universe where all planets are [[ProceduralGeneration procedurally generated]] and totally unique, from obvious things like the size, climate, biome, and number of moons, to even things like the day/night cycle and gravity level. And not only are the planets procedurally generated but the plants and animals as well. So much is generated that the possibility of any two players getting anything even close to the same planet is statistically impossible. Notes from the developer have suggested that between random starting locations and each player having their stars spawn randomly across the map, everyone's experience will be unique. However, the star's precise coordinates form its seed, so players can share their finds by giving each other these (long) numbers.

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* One of the main ideas underpinning ''VideoGame/{{Starbound}}'' is to take this as far as possible - -- it's set in a universe where all planets are [[ProceduralGeneration procedurally generated]] and totally unique, from obvious things like the size, climate, biome, and number of moons, to even things like the day/night cycle and gravity level. And not only are the planets procedurally generated but the plants and animals as well. So much is generated that the possibility of any two players getting anything even close to the same planet is statistically impossible. Notes from the developer have suggested that between random starting locations and each player having their stars spawn randomly across the map, everyone's experience will be unique. However, the star's precise coordinates form its seed, so players can share their finds by giving each other these (long) numbers.



* Each fight during [[TournamentArc Vytal Festival Tournament]] in ''WebAnimation/{{RWBY}}'' takes place in a randomly generated arena, combining several terrain types like forests, mountains, hills or ice. The amount of terrain types depends on the round - team battles have two "zones", while doubles have four. [[spoiler:The villains end up manipulating the "randomness" to their own benefit.]]

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* Each fight during [[TournamentArc Vytal Festival Tournament]] in ''WebAnimation/{{RWBY}}'' takes place in a randomly generated arena, combining several terrain types like forests, mountains, hills or ice. The amount of terrain types depends on the round - -- team battles have two "zones", while doubles have four. [[spoiler:The villains end up manipulating the "randomness" to their own benefit.]]

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[[caption-width-right:350:[[UsefulNotes/AlbertEinstein God does not play dice]]-- but the DungeonMaster certainly does.]]
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[[quoteright:1000:[[VideoGame/EagleIsland https://static.tvtropes.org/pmwiki/pub/images/personaleagleisland.jpg]]]]

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* ''VideoGame/ANNOMutationem'' The Mysterious Console DLC occurs in a randomized generating dungeon where the layout of each area is set in a variety of ways with enemy placement and pathways changing upon starting a new room.

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* ''VideoGame/ANNOMutationem'' ''VideoGame/ANNOMutationem'': The Mysterious Console DLC occurs in a randomized generating dungeon where the layout of each area is set in a variety of ways with enemy placement and pathways changing upon starting a new room.

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* ''VideoGame/ANNOMutationem'' The Mysterious Console DLC occurs in a randomized generating dungeon where the layout of each area is set in a variety of ways with enemy placement and pathways changing upon starting a new room.



* ''Aztec'', for the Platform/{{Apple II}}e: Each time you would get a random arrangement of preset rooms and a random collection of beasties, tribesmen and chests. Problems with the layout were eased by using dynamite to blow holes in the walls between rooms.

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* ''Aztec'', for the Platform/{{Apple II}}e: Platform/AppleII: Each time you would get a random arrangement of preset rooms and a random collection of beasties, tribesmen and chests. Problems with the layout were eased by using dynamite to blow holes in the walls between rooms.



* In ''VideoGame/AxiomVerge'', the secret areas are randomly generated combinations of rooms, possibly inspired by the "[[MinusWorld Hidden Worlds]]" in VideoGame/{{Metroid}}''. The access points are also different in each playthrough, though selected from among a fixed set of candidate locations.

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* In ''VideoGame/AxiomVerge'', the secret areas are randomly generated combinations of rooms, possibly inspired by the "[[MinusWorld Hidden Worlds]]" in VideoGame/{{Metroid}}''.Franchise/{{Metroid}}''. The access points are also different in each playthrough, though selected from among a fixed set of candidate locations.



* ''VideoGame/{{Diablo}}'' features randomized dungeon layouts which include a handful of required rooms. ''VideoGame/DiabloII'' does the same, though single-player maps do not change unless the original is deleted, or if the player plays online. These levels were more random before the first few patches; later on, they changed the random generator to be less annoying.
* ''VideoGame/DiabloIII'''s outdoor areas have a more regular but still randomized layout, with landmarks such as bridges, major dungeons, and paths to the next area always in the same place. Dungeons are totally random but built out of modular rooms instead of a crude assortment of walls like in ''Diablo I'' and ''II''.

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* ''VideoGame/{{Diablo}}'' ''VideoGame/{{Diablo}}'':
** The series
features randomized dungeon layouts which include a handful of required rooms. ''VideoGame/DiabloII'' does the same, though single-player maps do not change unless the original is deleted, or if the player plays online. These levels were more random before the first few patches; later on, they changed the random generator to be less annoying.
* ** ''VideoGame/DiabloIII'''s outdoor areas have a more regular but still randomized layout, with landmarks such as bridges, major dungeons, and paths to the next area always in the same place. Dungeons are totally random but built out of modular rooms instead of a crude assortment of walls like in ''Diablo I'' and ''II''.

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* ''Aztec'', for the UsefulNotes/{{Apple II}}e: Each time you would get a random arrangement of preset rooms and a random collection of beasties, tribesmen and chests. Problems with the layout were eased by using dynamite to blow holes in the walls between rooms.

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* ''Aztec'', for the UsefulNotes/{{Apple Platform/{{Apple II}}e: Each time you would get a random arrangement of preset rooms and a random collection of beasties, tribesmen and chests. Problems with the layout were eased by using dynamite to blow holes in the walls between rooms.



* This was a selling-point feature of ''Slayer'' on the UsefulNotes/ThreeDOInteractiveMultiplayer, as the box proudly touts the ability of the game to create over 4 billion different dungeons.

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* This was a selling-point feature of ''Slayer'' on the UsefulNotes/ThreeDOInteractiveMultiplayer, Platform/ThreeDOInteractiveMultiplayer, as the box proudly touts the ability of the game to create over 4 billion different dungeons.
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[[quoteright:1000:[[VideoGame/EagleIsland https://static.tvtropes.org/pmwiki/pub/images/personaleagleisland.jpg]]]]

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