Quote Originally Posted by Jojoya View Post
Again, dungeons end up linear because of players. Players are the ones who want to get in and out of dungeons as fast as possible. Multiple paths are meaningless if the player base decides on a most efficient route and sticks to using it every time. There's no point in creating multiple paths if players aren't going to deviate from the optimal route. It's just a waste of developer time that could be spent on other projects.

Developers are usually more than happy to get the opportunity to flex their creative skills. It's the budget allocation given to a project that holds those opportunities in check.

Variant was a nice step toward creating meaningful multiple path dungeons but they still need a lot of work before they'll get there.
So why arent rotations 1 button yet that automatically cycle through the objectively best rotation? No, they design linear dungeons because its easy and cost-effective. Maybe other devs like the flex, square definitely doesnt. Stop excusing their lazyness with "but its the players fault "