>>14711007
Procedural generation doesn't belong in every game, but you're a retard if you think it has no place in gaming at all. A lot of game genres benefit enourmously from the ability to create new levels and content via algorithms rather than needing to hand-craft everything.
The entire roguelike/lite genre in particular uses randomly generated levels to present a new challenge to the player every single run. This is important, as it makes the difficulty curve about being able to adapt to new situations and effectively manage resources, rather than just memorizing where the best items are located in a dungeon that's always the same. Nethack would not last people fifteen years if every map was the same.
Also, try not to get procedural generation and random generation mixed up. There's a big difference between the two. Random generation is when you roll the dice and build your level from there, but procedural is building from a seed. Especially in older games, when there was simply not enough memory to save the entire level geometry on the cart, programmers would design algorithms that would rebuild the level from scratch procedurally. It's the same level and enemy placements every time, but the algorithm can be stored in a much smaller amount of space than the level geometry would. Examples of this use-case can be found in the PC games The Sentinel and Elite. You can do this with textures too. Yet another one of the big reasons why modern games' filesizes are so fucking bloated is precisely because they DON'T effectively leverage proc gen in order to save on memory space.