Hmm, when generating textures like clouds and terrain it helps to know a little about the effects of noise colouring, distortion and how it can be fun to mess around with to produce different results.
And thinking back to clouds, isn’t the very reason you see clouds down to the low frequency bias, with the overtones creating the fuzziness.
I think it would help to show the differences visually though, or even better yet, produce an app to demonstrate it. I learned a lot just by tweaking my 2d noise generator. This could be the difference between generating really mundane levels or elaborate worlds that feel like they’ve been really well designed IMO.
I agree with what philfrel said about having components at various periods, and experimentation is key. When I was at uni I remember toying around rending series upon series of sine waves, some directional, some radial, until (I swear) it looked like plasma. Of course that wasn’t the memorable part, the memorable part was when I made a few small modifications and … err … it stopped looking awesome and had to investigate and figure out what on Earth was going on Still don’t know how I did it
In terms of good, I think it’s key to remember that these random values can be feeding into game behaviour. This could be what gives flavour to your map generation algorithm. The more applicable and relative to games the examples are the more that people will digest and be able to use it.