Quote Originally Posted by DrWho2010 View Post
Except almost/pretty much every type of instanced/dungeon/trial is a unique experience. Sure mechanics are reused/repurposed but the devs have never outright just done the exact same thing over again. there's always something different. This is how they do things. gonna take a lot for them to change their mindset if you ask me and it's gonna take more than a few threads on a forum.
This has nothing to do with what the devs have done thus far. It wouldn't need to be requested if it was.

Dungeon+ content is simply a system of scoring and scaling. It does not have content in and of itself. It's like adding a ladder system to something; it doesn't necessarily, or even likely, change the thing it's been added to.

There are up to two parts, generally speaking, in any new content's development costs: costs in code and costs in placement/value-setting. The costs in code for dungeons, at this point, comes down almost solely to any new mechanics, which are at this point few and far between. (Graphical optimizations probably account for more, but you get the idea.) The majority of their time spent is on the art and simply placing the mobs and setting their properties.

Thus far we've seen a huge amount of front-loaded or systemic (code-heavy) expense in the form of Eureka, Diadem, or Gold Saucer games that, frankly, haven't seen high usage or positive reactions relative to those contents' development cost, so far as we can make an educated guess, and often are seen as wasteful compared to simply adding on more dungeons despite, say, the frequently-stated comments that dungeons are growing stale. By taking the time to attach a bit of code to any and all dungeons through a newly available mode that makes those dungeons more worth rerunning -- and at a competitive and/or progressive level at that -- the devs can reap potentially huge time-played benefits, both in quantity and quality with relatively little development time.

There is of course far more that we can spend time on to increase attractiveness even further, but the essential concept itself tends to be ridiculously efficient.