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That's just modern MMO design and it's not exclusive to FFXIV. Older games like EQ/EQ2, DAoC or old WoW all had huge instanced content. I think the intent was to shift gameplay into something easier/more focused/casual instead of making players spend a lot of time/effort exploring huge instances. Wouldn't suggest one is better than the other but I personally enjoyed those instances like AQ40/Naxx that took an hour or more to clear. Dungeons like Stratholme had 2 branching paths and were large enough that many people made groups dedicated to only 1 side.
The handful of dungeons that break that mold are ones that I audibly groan when I get for a roulette and otherwise try to avoid doing because I find the times that they do try something a little different it ends up being really shallow or simply annoying to get through quickly.
The game is a bit stagnant in design, but to be frank that's every modern, popular MMO. All the "big" ones are afraid to try anything drastic in fear of losing subscribers. Despite their sizes, Activision-Blizzard and Square Enix would both be feeling the hurt if their respective MMOs were to suddenly take a huge nosedive, and they know it.
Innovation often takes a backseat to normalcy and stability. It's easy to be an outside observer and be upset at that, but from a business perspective it's not so clear-cut.
No thanks, I'm glad they don't do that anymore.
After doing a dungeon a bunch of times a lot of people will probably not be quite up for exploring it in great detail, which is why dungeons generally don't do bonus rooms anymore- they tend to get ignored anyway.
Tossing in puzzles is also a problem because you might be with someone that has already figured out that puzzle, and not everyone is happy with waiting for someone new to figure it out.
Fortunately, variant dungeons exist, which have branching paths that, while still mostly ahdere to a standard format otherwise, do throw in the occasional puzzle or two to figure out how to enter a specific path. And these paths change how the boss acts too!
I dont want dungeons to be savage level. But at least increase difficulty so people need to know what what to do instead of going in without knowing anything and finsihing dungeon zero deaths
Problem is tho they still want to allow people to progress the story even if they're not very good at the game.
Also there is no excuse to reach endwalker and still suck at basics.
Now imagine this happening in a hard dungeon from early game with frequency, new players will just keep away from this game
I get wanting to be challenged, but please go do the content that's supposed to challenge you, rather than asking for the babytown stuff to be made harder.
It exists. Go do it. They made it JUST FOR YOU.