>>41547666I feel like the opposite is true. I've been playing a lot of Tales games and they've gotten a lot simpler.
Tales of Symphonia for example had dungeons that were usually fairly complex, with multiple routes to go through and a few puzzles to solve. Even so, going through these routes is fairly painless as battles go quickly, monsters are visible on the map, and monsters don't respawn unless you wander too far off, so you have all the liberty you need to solve a puzzle. Also, the boss room is usually pretty close to the entrance to the dungeon, just innaccessible at the beginning, so backtracking is painless.
Tales of Zestiria has super long dungeons which are essentially just big mazes that have literally nothing in them aside form treasure chests. There are "puzzles", but not the kind you have to think about, just the kind that wastes your time, ie you have to use one of your elemental map actions but it's always extremely obvious which one you have to use.
Tales of Berseria simplified things even more - it pretty much completely removes puzzles from dungeons and also gets rid of complexity. I loved this game but the dungeons really felt like padding between awesome cutscenes.
The bizarre thing is that all these games are approximately equally long, but Symphonia actually has more locations because its dungeons are quicker to get through despite there being more to them. Symphonia's dungeons are also a lot more memorable than Zestiria or Berseria's.