Symon (2010)
Symon is a point-and-click adventure game with procedurally generated puzzles. Created by a team from the Singapore-MIT Gambit Game Lab, it is an experiment in replayability through procedural generation.
The story of the game is deliberately designed to support the limits of the procedural generation. Because the game takes place in dreams, the puzzles can be symbolic and the solutions can follow an odd dream-logic that fits well with the game’s setting.
This is a prime example of how the story of a game is a critical part of its design: by establishing expectations for the player, the interactions in the game can work with the player’s questions about the game world, rather than against them. Choosing the right context to present your procedurally generated content in is an important part of the design of a game.