
Originally released in 1980, “ Rogue” is generally credited with being the first graphical adventure game and it served as a major source of inspiration for the thousands of dungeon crawlers which came in the following decades. “Rogue” (1980)īut how can random numbers–which is essentially your computer throwing dice–create worlds? Well, perhaps it’s best to start from something slightly smaller than Minecraft.


No Man’s Sky is also using 64-bit seeds, which explains why–incidentally–there are 18.4 quintillion unique planets in that game too. And since the seeds themselves are stored using 64 bits, there are 18.4 quintillion unique values-and unique worlds-that can be created. And this is why each Minecraft world can be recreated just from its seed. It means that given the same initial conditions–the same seed–they’ll always produce the same results. These algorithms might be random, but they are also deterministic. And Minecraft is not an exception: each world starts from a seed: which is basically a number used to initialise the terrain generation and everything it will contain. But no matter how complex your algorithms are, they’re all powered by one thing only: randomness. Procedural content generation is definitely not for the faint-hearted. And it must create worlds that are not only interesting to look at, but playable in a way that-regardless of their actual difficulty-feel fair to the player. The content must be diverse enough to look novel, but not so diverse that it looks atypical. But actually it’s… quite the opposite! You need to be such a good programmer and such a good level designer …that you can teach a machine what a good level looks like.

Generating new worlds automatically might appeal to some as a lazy way to create endless content for a game.
