Quote Originally Posted by Shurrikhan View Post
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.
True, but I just think that players will very quickly find the fastest route to finishing a dungeon and insist on that. Square could come up with the greatest dungeon layout in history but players are like water, they seek out the line of least resistance.

Quote Originally Posted by QooEr View Post
actually, in brayflox longstop there is a big room with a few packs. Every time i get brayflox longstop the party seems to take a different path through that big room. We could have more dungeons like that where rather than being a literal tunnel, its more of a big room with mobs.

aurum vale's first room is quite similar to this. the reason pulling big in aurum vale is so dangerous is because classes dont have the means to handle that much damage at that level. we could easily have another aurum vale with our high level kits and it wouldn't be nearly as disastrous, just like brayflox big room isn't.
I like those area's too, there isn't much decision making going on though, the tank just picks their favourite route. I don't think more area's like that would be a problem though and I'd welcome it.

Quote Originally Posted by Shurrikhan View Post
Ahh, yes, that metrics-driven decision making that has worked so well for Ian Hazzikostas or has offered us the objectively (metrically-proven) 'better' experiences of microtransaction hell, etc.
Wow has done a bad job of integrating metrics into their decision making, all game companies use them though. The art of making good decisions is understanding the relationship between metrics and feedback, Square seem to have a good handle on this, Blizzard are obviously terrible at it.