>>715859523
>This doesn't even matter
It does matter because it's supposed to be an rpg, and therefore feel like an adventure, not soullessly slogging through cereal box mazes. As you go deeper in proving grounds, the floors go from logical living spaces to unhinged and surreal meat grinders, as Werdna turned the bottom floors into adventurer killing machines, since no one has any business going that deep. Wizardry 1 actually has quite impressive floor design full of interconnect shortcuts, secrets, and treasure, it's sort of like the old version of From Soft map design. Its not about "realism", it's about level design, same reason we no longer design fps as blocky rooms connected by linear hallways.