Procedural dungeons are rarely ever done in a way that makes them feel like they're actually different. I mean, humans are really good at picking apart patterns. Good content has to actually be designed to be interesting, otherwise you just go from running down a linear corridor fighting enemies, to going down a non-linear corridor fighting enemies, except now there are dead-ends or un-optimal paths to take, and nobody likes wasting time in an MMO.

I think the best choice would simply be to have a few very well-designed variations that cycle. MMO dungeons that try too hard to be non-linear usually succeed, and instead just fail at being interesting and non-aggravating.


No matter how well you can mask the fact that the rooms are generated, you still have to fill them with non-repetitive visuals and gameplay content that doesn't feel random and pointless.