Quote Originally Posted by Seera1024 View Post
The problem is designs like that cause problems down the line.

You get the veteran who has done the puzzle/multi-path dungeon thousands of times and doesn't want to spend time exploring or solving puzzles.

You get the player who has done it a few times so the new hasn't quite worn off yet.

You get the player who is new to the dungeon and wants to explore and take their time with the puzzles.


The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue.

That's why dungeons have shifted to just be long hallways without puzzles. Because it reduces the points of conflict within party groups.
Let's put it this way, then.

Most players...
  • Want a relatively streamlined dungeon experience.
  • Minimal one-and-done learning requirements in regard, at least, to basics like dungeon pathing.
  • Nonetheless want a varied dungeon experience.
  • Want more than just what is obviously hallways of stagnant multi-pull, gate, multi-pull, gate, boss, repeat.

There are a few opportunities that trims, but not that many.

One-time puzzles are a no-go. Randomized puzzles without a single solution method/procedure (to be learned once and simply applied to the change in context), though, can still work.

Multi-path dungeons in which one is most likely to be the best is a no-go because it's a one-time solve. Multi-path dungeons in which the best path is highly contextual is a no-go because it takes additional time to communicate when people would rather just be silently sprinting, AoEing, or STing. But, randomized multi-path dungeons, such that slight variance is forced upon the player? Still a possibility.

Elaborate trash with a mechanic never to be seen again? Likely to be declined on the basis that it's a one-time learning gap (and not in the way we're accustomed to / forgiving of). Elaborate trash that builds off of and builds towards future dungeon trash mechanics? Sure. Why not?