Quote Originally Posted by caffe_macchiato View Post
I was a tank main during ARR and had to drag all of y'all through those non-linear dungeons. Yes, we always took the "proper" path. But with more nuance, mechanics, enemy variety, challenges, and puzzles(!) in each dungeon, everything felt more fun. It was actually fun doing your daily roulettes. Nowadays it's a chore.
Wanderer's Palace is a prime example of good non-linear dungeon design for FF14. In the room where multiple large Tonberries are chasing you, you could take multiple paths to get to your destination. And at the same time you want to avoid those large Tonberries. It meant that depending on your team's DPS and ability, there could be an organically different route to take each time (such as needing to double back and hide for a while if your team is really slow). Of course, this can only be experienced back in ARR and HW when these actually posed any threat whatsoever. Doing Wanderer's Palace now would not give people a good idea of what it was like back in the day, though I expect the same WoWfugee contrarians to pipe up and disagree despite never having done these dungeons when they were relevant, because they did it in a roulette in 2023 and disregarded all the mechanics and survived once.