Think of a dungeon as a cake. Every layer, topping, frosting and attention to detail is important for the overall presentation and taste test. If only the toppings are good (which in this analogy refers to the music or setting or story significance), then it’s not a good dungeon sorta speak. The whole package must be worthy not partially.
Step 1: transition rooms
Dungeon formula is 3 bosses and 3 tracks to follow toward them, some diverge from this like Longstep or Pharos but most have followed this rule like law. Theirs many many ways the game has made these transition tracks engaging: Roaming mobs, traps, mini bosses, mid pull mechanics, raid wide spells, DPS checks list can go on. The best thing to do is pick any number of these and execute them in a balanced way, The worst thing to do is just gate mobs off for no reason, or have mobs have zero nuisances leaving the best approach to just spam Aoes for DPS, circulate CDs for tanks or focus on one singular party member for healing as Healers leaving the transitions bland and lifeless almost.
Step 2: Bosses
Dungeon bosses need to not cross the threshold of trial boss, but also have enough mechanics to be thrilling in itself, without overly stressing the healer. Raid wides and tank busters are the norm for most if not all bosses but also need a identity while also posing a thrilling experience for each of the 3 roles. The Griffon by example, while simple, expertly portrays each roles importance with the adds, big splashes of raid wides, sharp tank busters and proper positioning of the boss. The best ones replicate the same cause the worst ones have few or benign mechanics bordering on being undertuned or ignoring each roles strengths leaving it unbalanced and unfun.
Step 3: The Theming
Music, environment, Essentially all the petty stuff that can never make a dungeon great on its own but can enhance a quality one. Though important to the design philosophy, it can be seen as a massive waste of creativity in a barren run of the mil experience. Beautifully designed set pieces can very easily be brought down by very unthreatening circumstances
What makes a dungeon good or bad?
The game’s worst dungeons can be described as ones that limit your skills like the starting dungeons in ARR, besides that subjectively no “bad” dungeons exist. As positive as this sounds I would never call SHB/EW era dungeons great. They are mute in mechanical innovation, silent in role responsibility, and undertuned and underwhelming in terms of raw damage. If dungeons are supposed to be a cake, SHB/EW ones mostly are just bread. Neither bad but sparking no flavor, no fun, no euphoria.