Felipe Pepe tries to answer the question "What makes a good (C)RPG dungeon?":
More information.What makes a good RPG dungeon?
A look at 11 great video game dungeons
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:
THE DUNGEON AS ADVENTURE SETTING
The term "dungeon" is a loose one. A dungeon is usually underground, but an aboveground site can be a dungeon as well. Some DMs apply the term to virtually any adventure site. For this discussion, a dungeon is an enclosed, defined space made up of encounter areas connected in some fashion.
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:
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