Sen's Fortress in Dark Souls comes to mind.
The problem isn't making really fun or unique zones or content. We have that. The problem remains replayability. Most of us are over grinds, farming, and dailies.
Could end a dungeon run with the Dragon God fight from Demon Souls. There you run in, and on either side of the dragon are two harpoons you fire to take off 95% of his HP, he falls down and you can hit his face to end him. Difficulty of the fight is getting to the harpoons, not fighting the boss.
I haven't raided since EQ really, so maybe there are dungeons like this, but an idea for a zone that could be done by different tiers of raiders could be
- 20 man dungeon. Zone could have a layout similar to a # . In the middle, you have a boss.
- The raid loot is in a chest, not just from the boss.
- For low geared raids, you could run in. At 4 separate points there would be a switch. One group guards each switch.
- Switches turn the middle of the dungeon similar to one of those games where you try to tilt the middle to control a metal ball to a specific hole.
- Middle room could have dynamically different obstacles and traps to avoid walkthroughs.
- Groups have to communicate in order to make the chest go the desired path.
- Middle part is visible, not from the switch, but elsewhere. So the groups would have to pay attention and guard the switch.
- Each group must control adds. Gets harder the longer it takes.
- If they take too long, a switch is destroyed, or if maybe if they push the chest into the wrong hole in the ground, the boss rages and teleports the raid to the middle room.
- At that point, highly geared guilds might be able to beat him and travel down to get the treasure + his extra raid loot, while low geared groups or pugs would have a much harder time and might wipe.
- Normal mode there would be dropping the treasure. While heroic would be to try to take on the boss as well.
Or
- 40 man dungeon. Similar layout dungeon, think #### stacked upon eachother like a jenga puzzle. (Edit: Don't really have to limit this to 40 man either)
- The entrance of the dungeon could be at the bottom. No need for trash mobs to start the raid.
- Very large area, with a giant door behind it with 7 key slots.
- 7 switches spread across the middle room. Each switch controls a cart attached to rails that go upwards in a # pattern.
- The 8th group could control a switch, turning the elevation and rotation of the # parts.
- When the raid is activated, the room closes and the switches turn on.
- Each group is then responsible to puzzle out the route for the carts down to where they could get them(again, layout could be dynamic), waves again come to destroy the switches.
- If a switch is destroyed, the key from that cart would not be usable on the door.
- The keys would control the raid boss. Each key used, would lower the difficulty of it (different keys to turn off different elemental damages, abilities, etc).
- If they manage to use all keys, lore would dictate that the guardian behind it would understand it was the rightful heir to the treasure, and disapear. No raid boss.
- Could make it so that the different tiers from the boss drops slightly different loot, making it so raids could be tailored. If you could barely handle getting the keys, you would not be able to handle the boss. Should not attempt to do the boss then. Or if you are a top tier guild, you could just skip the puzzle, enter straight into the boss room for a enraged crazy fight only doable by the top 1%.
This would make it so that even low geared guilds could see end content, which might be fun even if they know they would get obliterated. I certainly know I would enter the room of a top 1% world boss just to see it, no matter the absolute certain death, and no matter the death penalty. Difference is from other games is that you are never able to do that due to the trash leading up to said world boss.
I don't know. Are there dungeons like this already?