*As a conceptual architecture, the dungeon is indelibly
a space of ambiguity, interpretation, and potential.
* = Dungeoneering, Tom Kemp
https://thealexandrian.net/wordpress/13103/roleplaying-games/xandering-the-dungeon-part-2-xandering-techniques
Melan diagram of the Author's house
*These multi-layered — and laired — environments provide a formal, spatial representation or cognitive mapping of the complexity of eerie subjects — sprawling, complicated structures that intersect with human interaction in unusual ways. The best and most elegant dungeon designs achieve a strange form of poetry. Through suggestions and implications given by their environment, the players slowly piece together the context and history of their surroundings node by node, ultimately enabling them to engage more fundamentally with the fabric of the world.
Paul Jacquay's embedded dungeon
Into the arms of the alien
*Fundamentally, dungeons are living embassies — places where the human and the eerie may meet on neutral ground.
https://www.ica.art/learning/cybernetic-serendipity-towards-ai