j0z said:
I am not sure that procedurally generated terrain and environments could ever take off and be as good as those created by humans. The algorithms would have to get very advanced to make it look really good. But if they could do it, and some games do, it would allow such huge worlds.
http://www.infinity-universe.com/Infinity/
Looks like it will be cool, and it is all completely procedurally generated.
True, the problem I find with procedurally generated items is that everything feels very samey - everything lacks uniqueness and variety, which was one of Spore's problem (although, trust me, there where more, and EA/Maxis could have done a better job without making it 'too smart' for the mass market).
That said, these days, with people wanting larger game worlds, we'll probably have little or no choice but to go with this method. The problem I do have is that, although the worlds a bigger, the content and variety is the same. Although I can picture a system, for example, like Mount and Blade, but better;
Define a map size, the locations and rough sizes of some cities, and the rough height map (resolution of say 10 to 200+ metres). Procedurally generate a landscape, and city scapes - realistic sized cities, for once, not 30 houses (aka Oblivion). Include in these procedurally generated and/or randomized NPCs, with an economic network between them all; have the cities belonging to factions, and then from there, we get a complex world of trade, war, and diplomacy from a relativity small amount of data (although the algorithms would be most complex).
EDIT:
Come to think of it, if you combined procedurally generation with genetic algorithms, some of the leg work in developing the algorithms to produce 'good' maps could be reduced. I did experiment with it alot when I was younger, although I only ever applied it to 2D colour patterns - still, a form of selective spawning could produce very good patterns with clear 'species'.