
Originally Posted by
TouchandFeel
The problem with doing that, and any other implementation of branching paths in an instance, is that it does either one of these two things.
One, it would increase resources and time necessary to build those instances. Those branching paths don't just build themselves and then populate themselves with mobs, an artist has to build the area and a designer has to go in and setup all the mob encounters, event triggers and other hookups to make things happen in them. These extra resources would then take away from what else can be done since how much can be created by a certain group on the dev team is a finite and already defined number. So if they were to then dump more time and resources into creating a more "complex" dungeon with branching paths, they would probably only be able to release one dungeon per patch instead of two completely different dungeons. Me personally, I prefer the latter as I find there to be more variance and replayability with two, albeit more simple, dungeons compared to one dungeon with a few alternate paths.
Second scenario would be that the devs allot the same amount of resources to each dungeon but then spread it out between the branching paths which would result in either each branch being approx. 1/3 the length of the singular path design, resulting in a dungeon that is way shorter or they keep each path the same length but decrease the effort put into each one so they are of a lower quality. Again, as with the first scenario I prefer the way things are being done now compared to these alternatives.
Basically when creating content for a game, X number of devs can create Y amount of content to Z quality within N amount of time. If you change any of those variable, such as Y in the case of more areas in a dungeon, then adjustments to the other variables must happen to compensate.
Really the only way that such things could be implemented without either a decrease in quality or quantity would be if the were able to hire on more devs for that group so that more work could be done, but I get the feeling that trying to get more resources for his team is something Yoshi P has been working at for a long time.
Honestly though, if they got more resources for the dungeon team I would prefer that the quality of the stuff between the bosses be made more interesting with more interesting encounter setups, environmental mechanics, etc. instead of the fairly simplistic mob setup we have now. To me that would bring much greater enjoyment of the dungeons over branching paths.
In the end, I will always prefer going down one really cool hallway over deciding which boring and empty hallway to go down.