During my leveling process i found that the earlier dungeons were better designed "dungeons" despite the equally linear progression inside. Some of my favourites are Halatali, Temple of Qarn and Totorak. Lets look at the map of totorak




Notice how very linear it is. It has a clear middle, beginning and end. Yet despite this it feels less linear when played. I believe this is due to the optional route and the extra optional rooms.
Inside those rooms there arent much of interest, but they are there. They fuel the fantasy that this is a real dungeon, and not just a gauntlet of trash, boss, trash, boss, trash and then a boss.

The narrow and creepy corridors of Totorak really sets the mood with the dank floors and slimy walls.

I am aware that totorak is a modified 1.0 dungeon mind you, but i must say that i hope for more of that kind of mapstyle in 4.0 and forward. Especially looking at the optional events. (like the side rooms in qarn, they are nice albeit useless. but again, helps fuel the fantasy that is it an ancient temple with many secrets)

Details like "Bergand the brokens cell" also helps it alot, adding a new lore aspect to the dungeon. Who was bergand? why was he broken? I love these details.

Looking at a 3.+ dungeon to comparison, lets take Dullbreaker HM



This is the worst offender of them all. Its repetitive, boring and has no discernable lore just by looking at the map. Unlike Totorak there is no deviation from the given road. This is what i hope never will see the world of eorzea again. Unlike the abovementioned 2.0 dungeons i had to take the screenshot of Dullbreaker myself, as its so boring that noone could be bothered to put one online.

That is all.
Cheers