Long forgotten and replaced with amusement park rides or games. Their value, reward and sense of achievement is fleeting as you move on to the next stand and see even shinier loot hanging on display.
Gone are the days where you could actually get lost in a dungeon and that was a bigger danger than the creatures in there. They’re all so straight forward and linear now. Yes, I count things having multiple wings as being linear when you pop in and there is only one path to follow, that’s linear.
Where has the exploration gone? Where are the false floors, fake walls, secret areas requiring you to swim through water and where are the dungeons that were death traps that forced you to go through the content to get out the other side? Where are the dungeons that were so huge it would take you several days to explore it all?
My ideal dungeon would be the size and non-linear nature of Guk (upper, lower dead/live sides), traps/secrets/locks like in DDO, with some of the twists to mob encounters of WoW while also having some of the neat side quests that VG had (Nusibe Necropolis cure quest, I’m looking at you!).
That doesn’t mean every dungeon has to be that way, just most of them.
Back in my day…