The reward has to be worthy of what we put in to get there. If the reward doesn't match the effort, people will take the most streamlined path possible.


For example, Haukke Manor:
No one does the side rooms because the items in the chests aren't worth it. The bonus EXP is mostly on the boss, so wasting time on the mobs on the side literally nets you a trash chest and some extra mobs for exp, wherein you could jsut be doing more que's instead.

Quarn, for example:
Doing two side rooms will save you having to do one pull that's annoying at the end, and gives access to a chest with loot. Most people don't skip the side rooms in Qarn, but that might be due to the Heads that I dont' know if they would follow you if you DIDN'T kill them.

So, how do we apply this to an end-game meta?
Easy. Add gear that's worthwhile to the side rooms. Make the fights more difficult to match the risk:reward. For example, say there's a side path you can take in the current dungouns. You clear it, and get to the boss. Beating the boss should award:
1) A piece of i200 Green gear
2) Additional esoterics to match the time needed to clear the hallway. If a room by an average party takes 30 minutes and yields 40 esos, make this room grant 10-20 esos for 10 minutes worth of work.

This is a way to add in midcore content that enables people to be rewarded for additional effort. It would also prevent ragequits because if your party can't handle it - just back out and continue down the normal path. Or you can choose to play it safe and just clear for your daily roulette bonus.

There are far more dynamic ways of making this content than there is right now - but SE is following FFXIII's model - Final Corridors with weak mechanics on bosses.