icycalm wrote:You would have to play that scene a million times, recording in a notepad all the other parameters of the game
Your example of something as low-tech as a notepad is throwing me off, here. Would you say that using all sorts of external diagnostic programs to learn about the state of the game and the computer it's running on (e.g the computer clock) still counts as "just playing the game?" That is, anything short of looking at the code is fair game?
Otherwise, it seems that a game could quite easily hide its parameters such that a player could never determine them solely by observing the game's output to the screen.
EDIT: Okay, time to split some hairs.
Evo wrote:Procedurally generated content is a technical term for the method of providing content in a way that does not rely on having, in the case of a computer game, the textures and models pre-made and installed on the hard drive.
icycalm wrote:"Instead of CODING IN THE EXACT PARAMETERS OF EACH OBJECT, the computer will run ALGORITHMS that then GENERATE the objects as you are playing the game."
I just want to point out how broad the application of the term can be. The majority of content in modern games is procedural in some way, whether at run-time (e.g. the tiling of textures on walls, real-time effects such as lighting and shadowing) or during the design stage (anyone who's ever used a filter in Photoshop can attest to this). In addition to all that, there's basic data compression, which is a sort of algorithmic reverse-engineering. When I put my content in a zip file, does it become "procedural," since I'm essentially storing it as a seed value for the decompression algorithm?
"Procedural" can only be used in a binary "yes/no" fashion if we're extremely specific about the asset, or particular element of the asset, in question. Without a lot of tedious qualification about scope, it's more helpful to instead think of procedurality as a spectrum of how automated the content's generation is.
Anyway, how about this as a useful definition of "random generation:" "Creation via a process where all possible outcomes are equally probable" (assuming that a uniform distribution was desired). Focusing on statistical randomness neatly sidesteps the pseudo- vs. true randomness issue, as well as the fact that computers are entirely deterministic.
So, it's not that the terms are interchangeable, it's just that whenever "procedural generation" is of interest to the end user, it's because of the statistical randomness of the outcomes. In other words, "random generation" is the only kind of "procedural generation" worth noting in a game's analysis; all the other stuff is just trivia.