Procedural terrain generation as a structural substrate in sandbox simulation games
Chaoran ChenProcedural terrain generation is a foundational element of sandbox simulation games, yet it is most often discussed as a technique for content creation or visual variation. This article reframes terrain generation as a structural substrate that actively constrains and enables simulation dynamics. Rather than functioning as a passive background, procedurally generated terrain shapes spatial topology, resource distribution and accessibility, thereby influencing the range of system states, agent behaviours and player interactions that can emerge during play. The study develops a conceptual framework that characterizes terrain generation as a multi-layered process linking geometric formation, environmental attributes and simulation constraints. Using a comparative analysis of representative sandbox simulation games, we examine how different terrain generation strategies – from highly stochastic, multi-scale approaches to designer-constrained randomization – affect downstream simulation behaviour. Particular attention is paid to the coupling between terrain features and gameplay mechanics such as movement cost, resource availability and systemic stability. By foregrounding terrain as a computational and systemic foundation of simulation, this work highlights its role in supporting emergent dynamics, player-driven experimentation and long-term variability in sandbox game environments. The findings contribute to game and simulation studies by positioning procedural terrain generation as an architectural design choice with significant implications for simulation-based gameplay and by offering design insights relevant to both entertainment and simulation-oriented game systems.