I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design. Dungeons are (in theory) built by intelligent people for a reason. There needs to be distinct working, eating, socializing, farming areas. There needs to be wider or thinner pathways between areas based on flow of people & goods. A good starting place to look for amazing looking dunge…
> Dungeons are (in theory) built by intelligent people for a reason. Well, in the make believe universes you frequent anyway. Others have different tastes. I mean, in the realm of software there's a whole genre of these things going back to the original Rogue which never pretended to have any purpose at all. And digging even farther back you'll find a dice-driven (and, relative to modern standards, really terrible) r…
I'd say not only. A procedural generator that took account of architecture and reason could probably make a more interesting game, not everything needs to point towards that goal, but it'd be neat if some did.
I'm bothered more with many first person shooters more which design environments basically just as long kinked up hallways you have to walk through while pretending to be in a place supposably designed with a purpose in mind.