What makes a good RPG dungeon?
First of all, what is a dungeon?
I don’t want to dwell much on this, so I’ll just use D&D’s definition from the 3rd Edition Dungeon Master Guide:
I like that, and it works well for both tabletop RPGs and computer & console RPGs (which I’ll hereby just call “CRPGs”). But what’s a good dungeon?
It may sound obvious, but a good dungeon in a CRPG must fit its game. For example, I enjoy the massive spaghetti-from-hell dungeons of Daggerfall: