Um, no, it sounds like every D&D-derived RPG -- which, of course, includes most of the successful ones. But Monte's point was that those D&Disms were largely decried by game designers and by many players, yet they were probably what made the game work.That just sounds like every run of the mill RPG.
Weren't we just discussing Runequest? The whole point of the game was that it was "realistic" -- characters didn't have lots of hit points; they learned to climb by climbing and to fight by fighting, not by going up in level, and anyone could learn any skill, with the right teacher; they explored a living, breathing world, not arbitrary rooms strung together in a silly dungeon; etc.
And, of course, Runequest had nowhere near the success D&D had.
All dungeons are locations, obviously, but not all locations are dungeons -- not by a long shot. And you're missing his insight entirely: A dungeon naturally lends itself to adventure. A choice of doors and paths, with the implicit mystery of what might happen this way versus that way -- the adventure practically writes itself.Dungeon could just be replaced with location. That is nothing close to what D&D is about, but RPGs in general. MUDS, MMOs, many games have those elements, and are NOT D&D.
Also, of course, MUDs and MMOs have copied the most successful elements of D&D that they could copy. Primitive MUDs did dungeon crawling well, and they achieved a lot of what many people enjoyed from D&D.