@BulbasaurusRex The thing is the word 'random' is misleading. Truly random would likely be a mess but these things never are truly random, they follow a large set of rules to procedurally generate a level that works and plays well, and is perceived as random. And large chunks of it can still be bespoke and hand designed, which are then 'randomly' inserted into the level as it generates according to whether or not the rules that let that part generate will allow it too. It can be just as much if not more work than generating a fixed number of levels by hand. And making the levels individually doesn't guarantee quality anyway. There are a lot of bad games out there and they're not all randomly generated.

Fun fact: the music streaming service Spotify had to generate a specific set of rules by which it's 'random shuffle' would pick tracks to make it appear actually random. As when it was truly random people didn't believe it was as they were imposing perceived patterns and complaining.

Games do similar things all the time. If you have a game that gives you a random prize at the end of a level from any given pool of potential prizes, having it then give you the same prize a million times in a row is a perfectly valid result for true random. But obviously this won't be perceived as random by the player and will be highly frustrating, so extra code is added to make it not pick the same as last time or too many times in a row, or items might be sub-divided into categories from which it must pick a different one etc.

The same applies to generating levels except there are a lot more variables to consider. You should check out some of the No Man's Sky dev vids to see what goes into generating 'random' levels. they're pretty surface stuff for the most part but it should help shed some light on just what goes into these things. It's way more than you think.