We definetely need dungeons created with more imagination instead of the A-------------------->B dungeons que have now.
We definetely need dungeons created with more imagination instead of the A-------------------->B dungeons que have now.
Problem is, that's what people want. They want to speed run. They want to get their tomes and be done with it for the week. They're already going to find the fastest way to do it regardless, so devs have taken that into account and have overly simplified instanced content and added gates only as a means to stop people from pulling everything to a boss room and locking it out, or overpulling and wiping the party.
People want variety, but then complain that it takes too long when they get it. They want random generation, but then skip everything and beeline for the exit. They want new primal battles, but they want to skip as many mechanics as possible and cheese the fight where they can. Hell, if guildhests gave tomes, or hunts gave you EVERYTHING but atma like they originally did, dungeons would be dead in the water again. THEN they'd complain about lack of content.
I'm growing numb to these ideas - and as a quick clarification, I LIKE the OP's idea. But I grow numb to it because the community says they want one thing, then their actions dictate another. Yes, novelty fades on everything, and you're only new to it once, but when dungeons devolve into slipstreaming your way through until forced to stop and kill things, get your tomes as fast as you can, then afkomplain about nothing to do? Well, we bring it upon ourselves.



And this is precisely where the issue lies: Rewards.
Rewards are a behavior control tool that's trying to make you do something you have no interest in and reinforce you if you do on your own volition. They reduce intrinsic interest in the actual activity - Students who get paid for good grades care less about the subject than they did before and more about grades, which leads to learning for tests, rather than life and a lower retention of knowledge.
Because behavior shifts towards maximizing rewards, they can set bad incentives, such as priorizing quantity over quality, cutting corners etc.
They're a necessary evil, at least in scripted content, but also fairly destructive.
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