I agree, though the issue, I think, is wider than &#x27;purposeful&#x27; design. The dungeon could be a range of things, but this one doesn&#x27;t look like anything except an &#x27;algorithmic dungeon&#x27;. Is it:<p>a) an underground city (your analysis is spot on, doesn&#x27;t look like that)<p>b) a cave system<p>c) a mine<p>d) a prison<p>e) the lair of some non-intelligent species<p>f) a fortress to protect something<p>Another option is that they&#x27;re supposed to be &#x27;abstract challenge spaces&#x27; (as another commenter claims), but roguelikes aren&#x27;t intentionally abstract: they attempt verisimilitude on lots of levels. Nethack in particular has a very detailed naive physics with all kinds of internal logic.<p>Brogue does its natural caves pretty well, I think. Minecraft seems to, and places its seams of minerals reasonably (neither are perfect, but they&#x27;re clearly trying).<p>But this kind of dungeon generator? We&#x27;re nearly 20 years after Crimes Against Mimesis [1] was written, and this feels like a big step backwards.<p>---<p>[1] <a href="http:&#x2F;&#x2F;www.reocities.com&#x2F;aetus_kane&#x2F;writing&#x2F;cam.html" rel="nofollow">http:&#x2F;&#x2F;www.reocities.com&#x2F;aetus_kane&#x2F;writing&#x2F;cam.html</a>