Procedural generation is an interesting topic to me, as it forgoes traditional level design in favor of a bunch of formulas, rules, and random elements to make varied replayable gameplay.
One of my favorite procgen games is Dwarf Fortress, and how it creates a fully realized world with lore and history, and then places both fortress and adventures as relatively small stories in said world.
Also Deep rock galactic is great in varying its caves, from normal tunnels to massive caverns that you can only traverse using ziplines and platforms
Noita is a great one. Making a randomly generated world this consistent while simulating a million particles and not having it collapse on itself is really cool.
Despite the fact that I don't like No Man's Sky very much, its procedural generation is also pretty impressive. Planets have a lot of variety to them. It's a very pretty game.
I've dead ass had levels in this game where as soon as I load the safe zone shake my screen for minutes at a time. Like what y'all doing down there blowing all them boxes up?
Yeah I’ll agree with No Man’s Sky here as well. While sandbox type games aren’t my favorite (I do find the expeditions fun though) the amount of procedural generation is really cool.
Same, though the base building is also one of the things that ties the procgen there together imo. Theres something just cool about being able to discover random player's bases organically by exploring, even if it is rare to actually find em in the quintillions of planets
In my opinion, I don't think No Man's Sky's procgen is very good. Or at least, it doesn't feel very good to experience. It just all feels so samey, partly because it's kind of "too diverse" and shows all it's got way too quickly.
Returnal is not fully procedural, it's lego like procedural.(rooms types are limited, but the layout is procedural.)
Riftbreaker(RTS-ish with a player controlled mecha) procedural generate the location and missions so the resource type distribution roughly matches how much you "expand" your area of control. (ie the more you expand outward, the more rare resource patches starts to show up.)
Many rougelike/lite use procedural generated levels.
Age of Empires 2 skirmish maps are procedurally generated, in contrast to other competitive RTS games of that style. It’s done quite well and makes scouting meaningful for reasons other than rock-paper-scissoring your opponent.
Binding of Isaac: Rebirth is the best game of all time and changes gameplay (via powerups) in random combination that can make a god run or a really shit one. Highly recommend it
I like how terraria and minecraft mix premade blocks with procedurally generated terrain, also Spelunky has interesting level generation, they even had a talk about it.
Been playing Ravenswatch with have procgen. I believe the shape of the map is always the same, but the placement of enemies and map elements is all different. Procgen aside, I actually think it's a very compelling game, it's extremely fun solo and even better with friends. Currently it's in early access but is constantly being worked on, they added a new hero to play in it's most recent update.
Cogmind. Considering it's an always moving living dungeon where the player isn't necessary the center of attention it's very neat to just watch robots minding their own business around the complex.