I think I need to reword my sentences.
What I DON’T mean is that you can have a algorithm like: goodGame = algorithm(game parameters)
I think people think that’s what I mean, but it’s not.
What I mean is, like keldon85 said, many levels in FPS games are very similar (the most popular ones). By comparing all the popular maps you can find out some common parameters, and from it you can create similar levels using an algorithm:
goodLevel = algorithm(level parameters)
I have experienced this in a game called Battlezone 2, but I’ve created about 10 popular maps for that game and all I did was following simple rules I had figured out regarding playability, but I pretty much knew what made the maps popular. I could probably write a algorithm to create heightmaps that are fit for that game.
If I remember right, some of the C&C had some random map generator, but it was entirely random and it did not even take into account space for base building, nor some neutral grounds waiting to be taken over. So those maps were no fun to play, but making the maps fun could be easily done by simply allowing for base areas, neutral grounds, and not scatter resources in weird places.
If you can generate whole levels (fun ones too) using an algorithm, and you can generate models, such as characters, I don’t think there is any limit. You can create music by using an algorithm! You can create textures by using an algorithm! You can create trees using an algorithm! You can create buildings using an algorithm! Of course all algorithms need INPUT.
That doesn’t mean you’ll have an algorithm that does everything for you, what I mean is you’ll have algorithms that help you create that good game you’re trying to make.