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Other forms of Procedural Generation

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Is there a game that uses Procedural Generation for more than just 'World Gen'?

I know some Rogue-likes do this a bit(sortof) but I've been wondering if anyone has really tried to make an RPG where the leveling system is procedurally generated?

One of my favorite things in picking up a new game is figuring out the underlying systems. While procedural generation seems to usually try to solve the problem of 'it takes 5k hours of dev time to make 1 hour of content' I never really see it tackle the underlying leveling system. Usually opting for random dungeon layouts or terrain generation on top of semi-random magic items.

As I said, some Rogue-likes do this a bit. Dicey Dungeons, Slay the Spire, FTL come to mind. Each play through presents some choice but largely relies on chance to get a 'good build'. You start with a handful of 'base' abilities from a selection of archetypes and as you progress through each 'run' new abilities can be added to your overall pool that can have the effect of radically altering a playstyle.

The issue is, this doesn't have the 'permanent character' that is really the hallmark of the RPG genre. There are often 'account unlocks' that creates a feeling of progression. While nice these don't end up 'feeling' like an RPG character to me.

So I'm curious as to if this is some part of some game I just haven't seen/slipped under my radar.

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My thoughts on the matter take the form of some kind of procedurally generated 'skill trees'. Maybe make 200 abilities then give each ability 3 to 5 'tags' with maybe 20 to 30 'tags' in total. Every character gets maybe 3 skill trees, each assembled from 2 random 'tags'.(ie {fire, archery}, {spear, poison}, {axe, stealth}). If a player wanted a melee build they could focus on axes and spears. A stealth heavy character could focus on archery, poison, stealth. A pure caster could focus on fire and poison. Each tree has maybe 15 abilities with about a 60/40 weight between primary and secondary 'tags'. Obviously there's tons of 'edge cases' that come up and can be dealt with algorithmicly or with some deterministic solution.

The issue is I'm not sure if I'm an edge case here. Do other people enjoy figuring out an optimal character given limitations of the world/lore/systems? Is this 'itch' scratched sufficiently(if it exists at all) by rouge-likes? Are people too 'put-off' by the idea that not every character has access to the exact same classes that they don't try to 'feel out' if it's actually balanced?

I don't really have anyone irl to bounce these ideas off of. I live with my brother(we are both in our 30's) but he's an insane weasel-attic-hermit so while his input is valuable(we both love RPGs) I can't count it as 'human'. Anyway if anyone has any thoughts on the matter I'd be curious to read them. Maybe there are tons of games in this space that I'm just not thinking of. Maybe few others love learning the intricacies of the magic system of a new game world like I do. Maybe there's not enough demand for the 'persistent character' idea from more traditional RPGs so the 'account unlocks' from Rogue-likes meets all reasonable demand. Maybe something else I'm not thinking of.

Anyway thanks for reading if you made it this far.

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