227: Because generating something (when procedural generation is advertised, I've found that it's usually levels) is typically less solid of an experience than if that part of the game had been designed by hand. <snip> its difficulty comes down to luck because you can get an easy level with a couple enemies and an exit just as easily as a sprawling maze with tons of annoying dead ends full of enemies you then have to deal with. The levels aren't designed around the gameplay or for any real purpose.
Sounds like how they were generated was poor; Too maze-like is probably bad design (
unless you wanted mazes). Often the level generation in rogue-likes (
Castle of the winds, Adom, ToME) are less mazes and more connected rooms or pathways. Deadends are possible, but they usually are very short and going one path usually loops around to access the other paths.
If i were to make a map generated this way, it would probably select a room from premade sizes/types or rectangle, then attach 2-3 doors that lead to other rooms, and then using that with a little RNG figure out how to connect them, even having paths intersect. Then occasionally declaring a door as '
hidden'. Often they are most obvious if you enter a level where there are no doors, and searching the walls until a door becomes obvious. Sprinkle the floor with monsters and spawn some regularly based on level/difficulty, add traps, lighting in some rooms, and then random treasures or trinkets, chests, etc.
This really does depend on the game. Games where you die often and fast due to rising difficulty, having identical maps and layouts and enemy spawn points can quickly become a min/max approach to gameplay.
The largest reason for level generation, is so you don't feel too much deja-vu, or that when you enter a cave/level that you've already done this before and you're wasting your time.