There’s no shortage of games that have been successfully built around it. This is the whole basis for Rogue (1980). Games that are designed to be replayable would be far too repetitive if you only had a handful of premade levels.
But there also no shortage of games that didn’t feel like they used it well, games that could’ve been significantly improved with hand-crafted levels. I played Persona 5 before 4, and this stuck out to me like a sore thumb when I went back to 4.
Generally, if level design is a core focus of the game, then the levels gotta be designed. But if maps are just a backdrop for a more mechanics-focused game, randomization may help those mechanics shine.
There’s no shortage of games that have been successfully built around it. This is the whole basis for Rogue (1980). Games that are designed to be replayable would be far too repetitive if you only had a handful of premade levels.
But there also no shortage of games that didn’t feel like they used it well, games that could’ve been significantly improved with hand-crafted levels. I played Persona 5 before 4, and this stuck out to me like a sore thumb when I went back to 4.
Generally, if level design is a core focus of the game, then the levels gotta be designed. But if maps are just a backdrop for a more mechanics-focused game, randomization may help those mechanics shine.