Grim Dawn - Random walls

Grim Dawn has no procedurally generated maps, but some of the maps do involve randomly placed walls which will change which pathways are open. It’s a small thing, but it does a decent job of mixing things up and creating a small sense of exploration.

Vampire: The Masquerade - Bloodlines - Non-combat abilities

The only RPG I’ve ever played where I enjoy leveling and using non-combat abilities more than the combat. The combat is mediocre, but even if it wasn’t, the non-combat aspect is amazing.

However, eventually the game falls back on combat, and I suspect the root cause of that (which the designers may not have even realized) is the combat, despite its lameness, had better integration and had resources. In other words, the combat was a more reliable foundation.

For a solution to this, see Resource skills.

TF2 and Paladins - Dynamic situations in static environments

For someone who dislikes static environments, it amazes me how varied the situations can be in hero shooters. By simply mixing up which players are on each team and the class composition and the static arena takes on nearly infinite variety.

<aside> 💡 Part of the key here is the changes to players and class selection are macro changes.

So often, procedurally generated worlds get hung up on micro changes which do not actually have a significant impact in the grand scheme.

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DOOM wads - Morphing architecture

No game has morphing architecture to the degree of DOOM. Some WADS and maps don’t leverage this, but the ones that do can be jaw dropping in how dramatically the world can contort and transform.