The appeal was that it was like on old-school dungeon crawl adventure you could go on with your friends and have something to do for a couple of hours for a good time.
Their length and diversity was the most appealing to me.
- TBC dungeons I enjoyed for their difficulty. Theme wasn't all that appealing to me.
- A selected few WotLK dungeons I liked for their looks.
- Cataclysm ones I mostly liked for their difficulty(played at the start of the expansion). Didn't like their looks much. Stonecore is possibly the ugliest instance I have seen so far, and while the Votex Pinnacle was pretty when you entered, it felt too much of the same all the way through the dungeon. It lacked soul in my opinion.
- Mop, I hate them for everything they are. Incredibly unappealing. The Temple of the Jade Serpent is good looking, but that's about it.
Vanilla dungeons had the core element of what makes a dungeon feel like a dungeon to me. The places felt like "realistic" places. They didn't have an obvious path, and they had detailed enviroment and a lot of NPC's(popular name: trash). There was also a lot of detail, and rooms which you could enter, but which wasn't necessarily a natural or possible pathway. I think the amount of NPC's/activity in dungeons give the places soul. I think new Deadmines has managed to preserve this soul though. In fact, I think new Deadmines has more soul than old Deadmines. But that's about it. I miss this part of old dungeon design, and wish they could manage to combine this into new designs, because obviously the new dungeons has been improved in other elements. They just managed to cut down a lot of good stuff aswell, when sorting out the bad stuff.
Scholomance is another one of these. I think Scholo lost a whole lot of soul from the rewamp. The new dungeon is fine, but I wish it was a completely different dungeon, as it really destroyed that creepy feeling I loved about old Scholo. It's not creepy anymore. I can't really descibe what I feel about it now. It's like it's gone from creepy haunted house, to a house full of power hungry, loud-mouthed freaks. Nothing to feel creeped out by.
Vanilla in general was alot more adventurous, why did blizzard turn wow into theme park?
Because too many people playing the game today expect instant gratification. They want to login, power thru an instance in 10 mins for their valor and be done. No one wants to work for anything anymore. Just look at all the endless posts complaining about this gear grind, or this mount grind, ect. That's what killed WoW for me. If people can't blow thru it quickly with no deaths they endlessly complain about it.
In my experience, if you had 5 people who knew what they were doing...and on my server, that usually meant a mostly Guild Group and you had to be in a decent guild, because some guilds were filled up with the people who were the reason you didn't want to pug...They didn't take as long as it sounds like.
Then again, the people I played with back then were largely of the "let's take care of business" point of view. "Hey guys, suchandsuch a guy needs drops from these two bosses in this dungeon. We need 3 more people to come help us kill these bosses." Unless other people needed gear from other bosses, that's all we did. Maybe some of those places took over an hour, but I rarely spent more than an hour in a dungeon unless I was helping a friend from "one of those guilds."
Well todays dungeons have more bosses then trash.
I liked feeling connected to my group of friends.
I'll be honest, I don't really recall the story of many of the Vanilla dungeons. Maybe it's a time-sensitive thing, though because since WotLK, I remember exactly why most of the dungeons exist because there were lengthy quest chains leading up to the events of the dungeon.
Back in Vanilla, I definitely remember a story leading into WC and VC. I didn't quest much to get to it, but there was lore about ST. I found out about that lore because I was researching why the heck there were elite dragonkin all around that place. But most of the places may have had their own story, but they didn't fit in to the overall world and story the way Dungeons have since Wrath. A few examples:
Wrath - the epic adventure through Howling Fjord, only to have Lich King snatch away the final boss and send him to Utgarde Pinnacle. Then at 80 you came back to UP and finally closed out that story line. Or going through the Coldara quests and seeing Keristraza sacrifice herself for you, leading you to go into the dungeon and "free" her.
Cata - All of Vash'jir culinates in a 5man (TotT) that was supposed to also include a raid that got scrapped. Uldum is practically a feature length movie (and spoof on Indiana Jones) leading up to Halls of Origination.
Mists - Temple of the Jade serpent is the culmination of Jade Forrest zone. Kun'Lai summit has a lengthy quest chain, whose story ends at the door of an instance. I do think the Mogu weren't introduced as well as they should have been, so Mogu'shan Palace felt like some weird, somewhat random adventure....
As for Stormstout Brewry, that's a huge step in Chen Stormstout's journey. The point is his family's legacy is being trampled and their brewry has been run into the ground to the point there ARE crazy hozen partying around and Virmen have taken over a part of the place as well.
To counter your point, you spent several hours not even running all of BRD. How can you say you even accomplished anything in those multiple hours when you couldn't even get to the other part of the dungeon?
I'll concede dungeons today are not as "epic" in length, but that's largely because they're being used as a piece of a larger story, like in Chen Stormstout's case. That's just one part of Chen's overall story line. BRD was, well, kind of integrated into the story. Parts of it were, anyways. Mostly it was just a place that existed and had some people in it and you went in and killed stuff for hours on end.
The appeal of dungeons was that 99% of players have nothing else to do at lvl60.
End of story.
I just like how open they are, I don't like it when they're linear. Maraudon, old WC, Deadmines, Dire maul. I literally played hide and seek in some of those dungeons in the past for fun and it was some of the best WoW time I've ever had xD. The dungeons nowadays are just way too linear, and I don't consider a layout like ICC to be 'non linear' - One big hall that breaks off into 3 paths isn't what I mean; I want labyrinths.
Mostly nostalgia...they were horribly designed, really long and annoying. You had to farm rare materials for enchants or other stuff. Runes from Diremaul and Scholo, righteous orb and other crap or items that were BiS till mid/end MC. I'm glad this is over. If it were stille like that I would've quit WoW by now.
Todays wow caters to people with business attitude who want instant gratification and get their "points". Wow has become sport.
WoW was perfect game in vanilla, it was actual world of warcraft. Dungeons were actual dungeons.
Basically, Vanilla dungeons were actual REAL 5-men content, which could last some time and required effort.
You could see some of them as 5-men raids in fact. They offered group gameplay that could be started anytime (unlike raids which would require a lot of organization), and which was significant to the game.
One single dungeon (save for the few that were very short, like Deadmines - which is still quite longer than most of today's instances - or running just one wing of Scarlet Monastery) would last quite a bit of time, which allowed for a good deal of fun instead of being finished right after being began, and lead to less burn-out (as you wouldn't rerun them as often).
Unlike WotLK and later dung, which were just short pretext scenarios you would rush in ten minutes just to get your rewards.