Why are traditional roguelikes so much better in theory rather than in action...

The high-level ideas behind roguelikes are amazing, but they're always made by greybeard programmers instead of real game design so they're not very fun to play

I don't really think DCSS and Mystery Dungeon games are really on the same tier

Or at least I could tolerate DCSS long enough to eventually get a clear, where as mystery dungeons literally put me to sleep

I wish ToME has more randomized world. Running every character in almost the same dungeon order is putting me to sleep.