I'd like to know more about methods of generating level content procedurally. Are there any enlightening reading materials on this kind of problem, from a gameplay perspective? There are already some great procedural threads around here, but I'm not sure if there are any specifically content design focused.
What especially intriques me about this problem space is that it forces you to abstract up one level higher than traditional game content creation.
What makes a level fun? How do you design systems to challenge and reward the player? How do you provide variety and unpredictability while maintaining a balanced difficulty curve, and an organic sense of pacing?
How do you design algorithms that think like Miyamoto?
There are a lot indie titles that explore these method to use for reference and inspiration: Spelunky, Canabalt, Rescue The Beagles, and many of the others from the PGC. And i'm betting the forums had some good discussion during that competition, but I missed out on a lot of it.
And of course there's the whole genre of roguelikes, which I'm sheepishly inexperienced with. But I'm more interested in action and platforming systems.
So post your techniques, papers, and articles here! Or maybe point me to a better thread?