That interpretation is too simplistic. It might work for Rogue or the first few Nethack levels, but more advanced terrain gen exists, you know.
Right, I understand that advanced terrain gen exists. If you'll read what I said again, I didn't say that corridors don't serve a useful purpose, I asked what purposes they serve. Here are two fairly obvious purposes that they serve.
1) They are the route through which players and monsters move from room to room within a dungeon level.
2) They demonstrate the geographic relation of the rooms within a dungeon level.
I can think of at least 2 more:
3) They support/develop the exploration aspect of Roguelikes.
4) They provide safe(ish) places for players to recover health in roguelikes with a resting recovery mechanic.
Rather, the challenges that you are whisked between are the floors, and room/corridor/cave/city/forest structure is just a terrain feature in that challenge.
Yes, but why? Why couldn't you create largish, complicated rooms and have them move from room to room via a dialogue box? I'm using the term 'room' loosely here. What I really mean is a compact, contiguous segment of dungeon. Compact here means no long corridors.
That said, the main purpose of a corridor is generally a chokepoint area. Complicate gameplay by restricting space.
And mushroom patch's argument is that chokepoints help the player too much and force reliance on their presence in order to adequately deal with enemies.
That's what I was asking.
5)The provide chokepoints which players can use tactically to control conflicts.
Are there any other things they contribute? Because the only thing listed in this post that looks hard to implement using just rooms is exploration, and that's largely down to room design.