Would randomized dungeons improve how long content would last with the playerbase?
This question occurred to me while playing a bit of Torchlight recently, and I began to wonder why very few online games have taken the route of using randomized dungeons, or at least one randomized dungeon. Spiral Knights, the F2P game you can get off Steam now, is one of these examples. I'm finding few reasons to justify not implementing their kind of dungeon making in some way.
Firstly, in Spiral Knights a dungeon is created by collecting gems from other dungeons and putting them into a machine. The specifics of the dungeon are then derived from the kinds that are put in. For example, the environment and enemy types, as well as bosses. Other than that, the floors are randomized with groups of enemies as well as rudimentary puzzles that require teamwork.
Rewards would be random, bosses could be created solely for random style dungeons or perhaps generated from a list of current bosses in other dungeons. Justifying it within most games wouldn't be difficult either, as most titles could simply use a variation of "A wizard did it."
So we have our base idea. Which brings us back to our question: Would it increase the length of time content would last among the playerbase?
The "Yes" side has a good number of points for it already. Random dungeons would require a bit more attention than normal ones, as you couldn't reliably predict the next encounter or puzzle. Randomized loot means there is potential to find an upgrade for everyone, unless you outgear the content of course. The track record of success with randomized dungeons is fairly high already, and the random nature ensures a good level of re-playability at least.
However, it does strike some points against it in modern MMORPG formulas. The fact that loot is random scores against it, as if you are, say, a Holy Paladin style with a very specific type of armor, you may be waiting a long time for something of yours to drop. It's generic nature would be a turn-off in some cases as well, as normal dungeons can sustain a story and have far more interesting encounters due to their static nature. And even though boss encounters could be randomized, once you see which boss you get the fight will still be the same, unless randomized boss tactics are put in place, which have a whole slew of problems to go with them.
The idea has potential to increase the life span of a level content, yes, but putting such a thing into practice is a different story. Would it be worth the time spent to create such a system in, say, WoW or SWTOR? Would it actually increase re-playability by any significant amount? I'd love to hear other opinions on this.