Originally Posted by
Kaurhz
What we have now is exactly as a result of how the player mentality developed through the course of the game. Outside of the initial 1-off experience most players were only ever concerned with what the end-goal is and how fast they can get there, art, style and presentation be damned. You had optional routes and more complexity with the ARR dungeons, some of them even having their own unique loot used for housing items, yet all of this was forsaken because the only player concern was being in-and-out as fast as possible. So really it's no surprise that dungeons have devolved into corridor simulators, to be honest.
Personally, I'd love some of the complexity and flare that the ARR dungeons has, but let's not kid ourselves that the majority of people would only be concerned in doing the dungeon as fast as possible.