I want to write a post about examples of good level design from classic RPGs (NES-Playstation 1), but none are really popping out in my mind. I think games that are primarily RPGs (final fantasy, shin megami, etc.) have a disadvantage when it comes to level design because characters generally don't jump, for instance, so map interaction is limited. What even makes a good RPG dungeon? The aesthetics of the map tiles? Non-linearity? Puzzles? Now that I'm writing this, I may write about the evolution of dungeon design (early FF games dungeons were ridiculous mazes but moved toward more structured ones and started to incorporate puzzles as the series progressed). Anyway - thoughts?