Its been done on games that were in the 1990s. Like Daggerfall, it IS complicated, but once you have it down...Clearly a procedurally generated dungeon using existing tile sets and assets is potentially easier to create, but to ensure that the dungeon generated makes a modicum of sense, it's necessary to apply some level of programming to the procedural generation as well as do some play testing to ensure that what results is playable.
A more complex version of an existing map with gates/doors, keys, puzzles, switches, etc.. can be more planned in execution and possibly requires less programming and testing/balance effort to create. I guess what I am saying is that it depends on the actual content which is easier to implement.
WKC sort of did this with it's own rift space, but the basic layout of spaces within those quests remained largely unchanged, which was a missed opportunity because you have no lavish backgrounds to keep consistent and the ground is the ground is the ground, so you are much more free to randomize things. On the other hand, such consistency and uniformity leads to boring levels and grinds which may in the end counter balance the random layout and enemy.
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