The great yoship once stated "my design philosophy is one where I get bored of being in the same place too long." Something along those lines; I've been digging to find the reference for this, but I clearly remember him saying this when he was explaining about how he designs dungeons and the open world. It's why dungeons, most of the time, are separated into 3 completely different locations. Let's take the latest expert dungeon, aetherfont, instead of focusing on 1 location we start with polar bears and end up in some cave.

In a realm reborn he was held back from having this heavy-handed approach; and it really shows, dungeons like Wanderer's palace would have started on the roof, into the palace, and ended in some secret volcano if we leave it to him.

This also manifests in the msq; oh we're in ala mhigo too long, let's move the story to kugane.

We're weaving an engaging garlemald story too long; let's move the story to the moon and then to elpis. What could've been a deep, crushing, and exploratory Garlemald expansion turned into "The Avengers!" FF flavor.

The last time FF stayed in a real location all the way through, in heavensward, we ended up with the best story the game has told so far.

PS. Even FFXVI suffers from yoship's obsession for location changes at any cost.