Dungeons in games have to do two things: serve as spaces of play, and provide verisimilitude, suspension of disbelief. Most often, the first takes high priority, and the second shows up only as set dressing: cells in a prison, waterways in a sewer, altars in a temple, etc.<p>If you look at classic tabletop dungeons, though--the games that gave us the modern meaning of &quot;dungeon&quot; as &quot;enclosed space full of loot and danger&quot; as opposed to the dictionary &quot;underground prison&quot;--you&#x27;re more likely to see a balance between the two. Everything still serves the needs of play, but within that framework you&#x27;ll find bunkrooms, kitchens, storage rooms, training areas, etc, etc, sometimes even with discussion of schedules and which characters are likely to be where when, which the players can attempt to learn and take advantage of. It&#x27;s more work, but it does make the gameworld feel more immersive, more real.<p>Either approach is perfectly valid. In a fast-paced hack-and-slash game, you&#x27;re not likely to stand still long enough to notice the set dressing; you just need a space in which to kill monsters, and anything more is a waste. In a more thoughtful&#x2F;exploratory RPG, the game can really benefit from a thoughtful layout.<p>Now isn&#x27;t it nice when we can disagree without getting all huffy and belligerent?