Quote Originally Posted by Colorful View Post
The thing is we got all that, without sacrificing dungeons in 2.x, didn't we? The marriage system, FC/Personal housing system (not just QoL changes) the entirety of the Gold Saucer (2 big games, minigames, the area, rewards). The only big thing we're getting otherwise that's different is the Airship changes, which is why I'm hoping it'll be somewhat decent.
The examples you presented though don't require the same amount of balance as dungeons do and battle content in general.

Golden Saucer, only real balance are MGP values
Triple Triad, opponent AI and point value of tourney
Marriage, no balance at all

Dungeons however have to be fine tuned and thus they require more effort in the quality assurance department then other content they have released. You might see it as "sacrificing" but honestly I see it as expanding on a system by providing an option that isn't just defeat 3 bosses get loot and win. The sky content has opportunity to be more flexible than dungeons because it doesn't have to follow a formula to entice players to go to them, they can play each island as it's own unique entity with positives and negatives unlike dungeons where they have to play the same, take the same amount of time, and the difficulty curve has to be worth the reward.

Make a dungeon to hard, people will just flock to the easier dungeon because they can be done faster (This is what happened with brayflox HM)

Dungeon takes to long, they will ignore it and do a more time efficient dungeon (Again brayflox HM)

They learned early on that if they aren't careful with finely tuning each dungeon to take the same amount of time/have similar difficulty that people are less likely to do them.