&gt; They shouldn&#x27;t? This can in specific cases..<p>&quot;Shouldn&#x27;t <i>necessarily</i>&quot; means shouldn&#x27;t in some cases, should in others. The point is that something like a pathfinding algorithm is not meant to distinguish between those cases, just as the worldgen algorithm in this article is clearly not attempting to create genre-specific dungeons. It gives you raw information, which you&#x27;d need to refine if you wanted to have a feel that&#x27;s specific to a given game.<p>&gt; This isn&#x27;t a beginner tutorial.<p>Beginner gamedev. Is this a distinction that you think negates my argument? It sounds like you&#x27;re listing up everything in my post that you think people could disagree about.<p>&gt; You don&#x27;t think this is specifically for roguelikes?<p>Whether it&#x27;s about roguelikes is neither in evidence nor at issue. The parent post took issue with the article for not making maps that felt like a prison&#x2F;mine&#x2F;fortress&#x2F;etc., and I&#x27;m saying it clearly didn&#x27;t attempt to.<p>&gt; Nethack ... the challenge spaces aren&#x27;t abstract.<p>Every game is abstract in some ways and not in others. But within that universal truth, Nethack is most definitely not a game that even gestures in the direction of realistic world generation, and is a counterexample to the overall point of your post.