Lul.
Training dummies that look like Bahamut are indeed fun and engaging.
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Allow me to introduce you to the Nanawa Mines:
https://i.imgur.com/15UMwzc.jpg
Or the Mun-Tuy Cellars:
https://i.imgur.com/0zeGF6V.jpg
The original Aurum Vale and Dzemael Darkhold weren't nearly so complicated as those two, but the 1.x versions were certainly worlds more complicated (and larger) than their current incarnations.
Now, I'm not saying that these were good dungeon designs -- witness my own posts in this thread from a few months back about the flaws in 1.x dungeon design -- but I definitely think they count as complex.
HOWEVER, as noted, people generally didn't go through the entirety of those dungeons, at least in my experience. They tended to figure out what the optimal path was and then take that path, consistently, avoiding all the side passages and optional stuff.
The original Aurum Vale had three potential diremite bosses to fight -- three variations on the boss currently there. And if you were good, you could get every photocell and open every pathway and fight all three diremites and get loot from each! But basically everyone I know ended up taking one specific route -- the shortest one -- to get from the entrance to a specific diremite as quickly as possible, get the loot from that, and leaving.
Yeah, single hallways are more accessible. But we've also demonstrated that, as a playerbase, if the devs give us a complicated dungeon we'll figure out a way to turn it into a single hallway full of enemies leading to a boss fight anyway. Because that's the fastest way to get the shiny prize at the end, and we as a playerbase seem kind of fixated on optimizing our instanced duties.
See above.
And that's literally THE reason why our dungeons have been hallways. It's not because the devs are "lazy," but there's no point in making a complex dungeon, where the playerbase will just stick to the fastest route. Yeah, it'd have more options, it's a waste of resources to design so many routes that go unused
Edit: And to add to this, this is also why AST's cards had become so streamlined. Its been said a million times, but I'll say it again: The constant fishing for Balance + Aoe and nothing else has resulted us getting just that
Part of it is japanese level design. It's terrible. Also, Blackrock Depths from vanilla WoW is to this day, one of the best dungeons created. There is a point. To have a fun and engaging experience. Granted, a good portion of the gaming community of today has been conditioned to only enjoy something, if it gives that dopamine kick (tacked on reward). Not for running the content itself.
Halo Infinite is having this discussion right now. You have those, that play the game because they enjoy it, regardless of what the cosmetic/progression system is. Because they enjoy playing the game. Then you have those, that can only find enjoyment in the game, if the progression and cosmetics is right.
Another example is Choreghast *Torghast* from WoW. The content itself sucked, but people ran it because it was the only way to upgrade/acquire legendaries. Make the content have people want to waste their lives on it, as opposed to having it feel like boring chore.
Tbf, by the time you get to where those tasks are given reward (via relic quests or whatnot), the endgame content would feel just as loathesome for having been so often repeated.
The ideal solution to me would be to just make the old content feel less crippled by comparison, such by up-scaling it instead of level syncing down to it.
Those weren't dungeons/instances. They were just zones with higher level mobs than their surrounding areas.
Sastasha was probably the best example of these as "delves", as mob levels climbed rapidly, iirc, as you went deeper down. (Again, not an instance -- just a zone.)