Oftentimes on these forums we will hear mention that dungeons, especially in/for their time, used to be more challenging--and, for many, thereby more engaging--and/or varied and thereby interesting.
My goal with this thread is to try to bring some concrete examples to that discussion.To that matter, I would add only that challenge in and of itself does little; rather, it is merely often a requirement for variety or novelty. Without a need to change one's approach or work within certain constraints, one has little reason not to default to the same basic solutions to anything and everything, quickly rendering the different iterations of that content type mostly indistinguishable, at least in regard to the actual combat.
As such, we can mostly dispense with discussion challenge outside of its variety provided, just as we can fault potential variety that lacked the challenge to be actually realized.
The procedure below is just one hopefully productive template; feel free to follow it or dismiss it as you please.
- Identify a boss design that seemed good for its time. In what ways did it favorably shape its combat experience. How might that be taken further or additionally improved upon (by whatever other means)?
- Identify a boss design that, in your opinion, fell painfully short of its potential. In what ways could it instead be made a fun fight?
- Identify a unique part of a dungeon's experience between boss fights--be that something related to its trash packs, a particular mob therein, its environmental mechanics, or even the way mobs approached during a certain time--that made that dungeon more novel and interesting. How could that be improved upon? Or, how could that be applied elsewhere (e.g., to a dungeon that instead lacked anything of note between its bosses)?
- Finally, more miscellaneously, what are some concrete mechanics or interactions that you might like to see in future dungeons? Contextualize them.
I'd recommend sticking to references within XIV, but if you there is a dungeon design that comes from a tab-target MMO with similarly little requisite coordination, CC, focus targeting, and so forth that'd seem relevant here, by all means, use that. Just please include explanation enough for those who've not played that game.