Calling this a step backwards is patently unfair. The author is explaining a simple algorithm, simply enough for even beginners to implement, for building layouts of a given connectedness. They are not making any kind of argument that the results can be used as-is in any particular genre of game.<p>Honestly, you might as well attack an A* pathfinding article on the grounds that game units shouldn&#x27;t necessarily take the shortest path to their goal. Algorithms like this are tools in a toolbox - obviously tweaking them is what makes any given game unique, but beginners still need to start somewhere.<p>(Also - Nethack? The game where you find potion shops eight levels underground that can only be reached via three rooms full of soldier ants, etc?)