
Originally Posted by
Reynhart
There's a way to make that kind of dungeonn by adding secondary objective to them. I'll take Dungeons & Dragons Online as an example. If you kill all ennemies, open all coffers, destroy all crates, etc...you get a reward multiplier at the end of the dungeon. You might argue that the additionnal time it would take to complete these objectives might not make it worthwhile, like "you could do the dungeon normally two times in that time", but, if that multiplier would also apply to the rewards from the roulette (Xp, Tomestones, gils, etc...), you couldn't really do that "two times", so it would still be better to do it.
Also, outside of doing dungeons for farming Xp, you could also have branching paths that leads to different loot (and, of course, finally have meaningful dungeon rewards), so that you wouldn't always do the same. In v1, Toto-Rak worked that way, with a different boss and drops depending on the path you took and the force field you opened.
Another solution would be to randomize the dungeon layout so that you can't really plan your path before hand.