Quote Originally Posted by ACE135 View Post
I don't understand the people who say they want optional/non-linear stuff in the dungeons because they are boring but also say they will just do the optional stuff if it grants them (in their opinion) high rewards as compensation for doing the extra stuff. So do they want more variety to make dungeons less boring/linear or just an easy way to get more rewards for very little more "effort"/time? Shouldn't the fact of more variety in dungeons be enough of a reward?
Because at that point, you're adding variety for variety sake. Say they included winding pathways, some lore tidbits and even a sort of mini-boss. After going through everything a handful of times, what incentive do I have to keep going down these pathways or fighting this weaker boss when I've seen it all? The whole point of rewards is to give a tangible reason to repeat things you've already done. Killing the Coeurl in Brayflux is pointless after the novelty wears off since he offers nothing and is ultimately a slightly stronger trash mob. If my reward for going down that pathway is a X-Potion. Well, once I've seen the aesthetic a couple times, I no longer care. I have no reason to.