Quote Originally Posted by Striker44 View Post
This is, frankly, entirely an "us" issue (as in the players). They used to create dungeons with multiple paths, optional side areas, etc.. What did we the playerbase do? Find which path was "optimal" for the fastest clear, and completely ignore anything that was optional. Case in point - every single ARR dungeon I played, the only way I ever got the map completion achievements for them (which involves exploring all of those side paths) was to queue as the tank and insist on going to them. This isn't about SE. This is what we did as players when they created non-linear content. I'm not surprised at all that SE simply started designing the content the way we insisted on playing it anyway.
Holminster Switch is still the most egregious example. It is literally an open field/grasslands but the actual dungeon is one very long and rather narrow corridor until right before the last boss.

Quote Originally Posted by Shinkuno View Post
Hell no, just because players like to minmax you dont start design are boring game. WoW players are one of the most min-maxing crowed amongst MMO players at least and Blizzard didnt stop designing open dungeons just because some players map out the fastest path. Stop excusing their lazy design with "but its the players fault!"
While that's also true, if we're being objective, dungeons in WoW are a genuine form of endgame content where the unconventional layouts are part of the challenge, whereas in XIV they're a "once for story and never again" deal so it kinda makes sense (still doesn't justify it tho) why there's not much thought put into them outside aesthetics.