I see. You make a fair argument and perhaps if it was all random then the content would be more replayable because you don't know what will happen next, or if two mechanics will come one after another and be really tight.
I think part of it is that when you start playing, you assume it will be random, but then it starts to become clear it's a script and it feels unique that they do it this way somehow and it makes you wonder are there benefits to this?
Over the years when I've seen people look at what benefits there are to this it seems to come to that it gives you a start to the progression (learning the dance) and an end (learned the dance and mastered it, like playing an instrument or doing a dance from memory) and thereby makes you feel good at it and like you "have it on farm". Which you could feel with RNG when you really, truly understand every mechanic and not just a script, but there's more likely to be that lingering doubt with RNG if you get an unfortunate order of mechanics that developers didn't necessarily think about.
I think another thing is the spectacle. I didn't expect that either. I expected them to be like traditional MMORPG enemies where they just cast a bunch of random things, you ignore it and DPS it down. But instead they were these fights with arena-wide animations, phase changes, alignment to the music and even cutscenes midway to transition it.
Fights working this uniquely could make one a bit protective of it when not every game does it. But I do wonder what it would be like if they just made it all pure random. At the very least, they could do that for content like dungeons to help turn it into a content that doesn't feel boring to repeat.
I think the point isn't to say give a random amount of markers such that the puzzle cannot be completed, but rather to put the puzzles in a random order, such as having uplift as the first mechanic in the fight sometimes, but having it as the 10th mechanic in another pull.



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