Quote Originally Posted by Kurogaea View Post
Why not have a dungeon with multiple paths and also random??

Image of Greede's Underbelly...

This game didn't have random dungeons but its an example of how a dungeon should be. You'd know where to go, but how you get there differs.
Yes! This is a great example of the kind of thing that could be done. The passages under Balandor were similarly complex, and had multiple paths. There was one random element - as you described, because the doors were locked differently depending on which quest was being run there, and different keys were available, so each use of the location differed, not to mention the placement of keys in rooms guarded (as you said) that could have been far across the map in an unrelated room, or required the solving of a puzzle to enter the room where the key was guarded.

You could also toss in maps with multiple teleport points and alternate paths, along with respawning enemies; I'm thinking of the Faria map and the Free Monster Quest there.

I don't remember Vellgander getting tired, even though the main levels followed the same template, each was different and difficult in it's own way - along with obtaining keys and operating switches to enable travel to the main room, before moving on up...