Quote Originally Posted by Artemiz View Post
Cool, how did it work out when Square gave us options on which path to take then? From my memory everyone quickly memorized the "correct" route and ignored the rest of the dungeon.
I'm not sure why we're assuming that the only way for dungeons not to feel like mere unvaried hallways is for us to have side-routes that get one no nearer to the core objective...

One (bad) approach does not make for an exhaustive list of possibilities.