
Originally Posted by
Vyrerus
What the new experience lacks is preemptive commitment. In old MMO dungeoneering, you had to commit to even get to the dungeon. This lent itself to the experience, and was directly part of said experience, and the more out of the way the dungeon was, the more locked in people were to complete the task at hand. Compare/contrast with the modern experience of, unlock dungeon > Queue > Wait on Queue > Do dungeon > Leave.
See, what I find odd there is I typically had slightly more parties fall apart from leavers back when I had to run to the dungeons than when simply match-made and teleported to. What with the time to FP and ride and wait for XdoUrdenX or Caticus Majesticus to finish up some quest on the way, etc., the added punishment (in terms of time lost/wasted) for failing/disbanding was still faintly outweighed by their added annoyance going in. Maybe I just got consistently unlucky for those ~four years, but I didn't really see that preemptive commitment paying off, since as much as the investment time increased -- and, one would think, the added pressure to actually complete the run -- so, too, did tensions.
Personally, my favorite dungeoning experiences were variously late night matchmaking queues here, in Wrath of the Lich King, and in Blade & Soul. On average, a third of my party would be people I'd run with last time, and half of them from within the last two runs, but the runs themselves felt very low-stress, with plenty of chat between fights despite having no additional pressure to work with one another; I might even say it felt more friendly because we didn't feel in any way like a captive audience/cohort.
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Additionally, I feel like we have a slight disconnect here (my fault, though):

Originally Posted by
Vyrerus
Dungeons are part of the world, yes, even in FFXIV. They're segregated though by their instance boundary. The old dungeons were part of the world too, but only separated by their zone line. You could enter them alone, even if you stood no chance against what was inside, but you could exit just as easily.
(Gets a bit long)
Perhaps I should have specified dungeons in the larger, more experiential or holistic sense. Admittedly, though, perhaps I'm subconsciously hedging or muddying this question more than I should...
For me, the question is how sort of tied the experiences are together, in the same sense as "characters" or "lore" might be tied back to the open world, or not. It's not really a yes-no question so much as one of degree.
When the open world is rich with clues, its scale seems appropriate for what the lore says is happening there, we can say that the open-world and lore are very well tied together. When those clues instead come primarily from external/auxiliary sources and/or there seems poor alignment between the lore and what one actually sees (e.g., a three-village nation-state like Doma, a small caldera in which so many warring Au Ra clans can manage not to kill each other when only a few minute's jog apart, etc.), that relationship is far more tenuous.
We can always say that in a sense characters are, yes, technically part of the open world because we interact with them in that space, and lore is, yes, part of the open world in that every clue can be thought to have ultimately come from or through some location tied to player-visible zones (even if perhaps future ones instead), but is that enough to say that characters or lore "are a part of the open world"? If our thoughts about a given character are inseparable from the open world or its sort of encapsulating experience, and the "stuff" (motivations, settings, etc.) that intersect in a character also intersects with the open world (e.g., when we think about Hien's motivations, we cannot help but think about similar thoughts we had when going through Doma), then to me that's sufficient to say "characters" as implemented in the game "are part of the open world". After all, they'd then be adding to the open world experience, and the open world experience not only adding to them but also being requisite for anywhere near their full experience.
But dungeons? That's been hit and miss. I can't say South Shroud did a damn thing to situate Toto-rak, for instance, except to introduce part of its color palate. Doma Castle, on the other hand? Decently situated. It could be better, but I can't say the dungeon would be any better for it. And perhaps that's the more essential criteria: Do dungeons share criteria for success that would seem iconic to the open world? Does our perception of the dungeon vary with those prior successes in the open world? Or are they largely separate -- their relationship little more than arbitrary (like one's relationship with a city when their house sits at its edge but one only ever really eats out or meets with anyone near their work, several cities away)?
I don't know. If that earlier came off as a trick question, I didn't mean it to be. If it has now come off as a very murky, confusing, or otherwise existentialist question, it wasn't meant to be that either, but I can't argue with the description.