This type of thing seems interesting on paper, but unless there's a reward for it, people won't do it.
FFXI tried it already with MMM, which was only ever really used for grinding EXP.



This type of thing seems interesting on paper, but unless there's a reward for it, people won't do it.
FFXI tried it already with MMM, which was only ever really used for grinding EXP.
Sadly, This one line is how MMOs have been devolving to for a long time now.
Reason we don't have long dungeon crawls anymore is that people just want the biggest reward in the shortest possible time.
I loved the old school method of dungeons, where mob packs needed kill orders, Crowd Control Assignments, interrupt chains and could call for backup if allowed to do a runner. For me, the pleasure was in the run, not whatever RNGesus decided to drop at the end.
But i seem to be a minority in MMOs these days. I still think POTD should have been randomly generated puzzle dungeons instead of the abomination we got.
XIV still has a pretty decent level of attention demand at least at higher level content (yes lower level content I've fallen asleep as SCH in copperbell).
Some mechanics are probably simply not practical to do because of the actual class mechanics of the game, though (remember that we have nine DPS jobs and you can only take two to a dungeon, four to a non-alliance raid or trial, and there aren't many CC/interrupt actions; "the meta" is enough of an issue for some jobs as it is without actively making the content call for specific job abilities).
As for length, gamers on average probably have less free reliable time in continuous blocks than before, so the bite sized instancing of XIV is a better idea (consider how PUG raids get in WoW with the long multiboss dungeons, if e.g. savage was a single instance you'd quite likely need to clear O4S to pug savage at all).
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