Grinding to progress the game should never be a part of any rpg anymore. Grinding is not anti-frustration. Also, you're comparing shitty Level-5 dungeons to other shitty Level-5 dungeons. These guys don't do good dungeons. They feel incredibly archaic and not modernised at all. It's just corridors stuck together. Sometimes you get an option: go left or right. Left leads to a dead end with a chest, right progresses game. Repeat this for about half an hour and you have your dungeon. There's nothing inventive about them and they feel like a slog to tread through.
Oh, I missed out on some dungeon-talk! One thing I love about playing "traditional" RPGs is seeing how well/poorly designed dungeons are. I tend to believe, for the most part, that you can categorize dungeons into 3 tiers. From my experience (not that I've played every RPG, but I have played a lot) there are what I like to call, "Path Dungeons". These are Point A to B areas with little or no thought. An environment to walk through with enemies to fight. That's it. A literal path. Now, this also includes small branches/forks which lead to possible treasure chests. For me, that's not enough to warrant the dungeon as anything more than a path. That's not to say that these RPGs that primarily have path dungeons can't have a few locations here and there with some thought. It's just that more often than not you're exploring a place that isn't very creative.
Examples? Guardia Forest from Chrono Trigger. How about the North Swallow Path from Suikoden II? (The Cave of the Wind from Suikoden II would be an example of a dungeon that DOES have small/good ideas amongst the rest of the path dungeons, which is the majority). I also like to call these types of dungeons, passer-byes. Want to know a modern RPG that is LITERALLY a straight path, play FFXIII. At least games like Chrono Trigger and Suikoden had A LOT of other non-dungeon related things going for them. =/
Ni-No-Kuni, from my experience so far, has not had any passer-byes. Even the Golden Grove had a small idea where you could manipulate the mushrooms to create paths (and a shortcut, wrap-around!). As I've said in my last post, that sort of shit goes a long way with me and it's something I highly appreciate/value in RPGs. While it may not seem like much to you, it's at least
something. Same with the sewers beneath Ding Dong Dell. Lighting the torches before they burn out may be "my first RPG" sort-of-a-design, but at least there's SOME thought put into it and it incorporates the usages of your spells in a tool-like manner, Wild ARMs/Zelda style. I dig it.
On the complete polar opposite end of the dungeon-making spectrum there's what I like to call "Wild ARMs Dungeons" (lol, as you can tell I'm a HUGE WA fan!). I mean, pick your series, there's not too many out there that have dungeons on the same level/sophistication as most Wild ARMs games. If you want to go mega old school, then call 'em "Lufia Dungeons" or replace it with Golden Sun, I don't care! Those three series are some of the few "traditional" RPGs that rest their laurels on dungeon design and the usage of tools/spells to manipulate a place. Can any other RPG advocates name other series/games that do it like those games? I'd like to know. =D
As far as the middle, second tier? Not sure what to call it, but Ni-no-Kuni tends to fall in this category, at least from the 12 hours I've played of it so far. Like I said, there's at least SOME thought behind the dungeons in this game. As someone else mentioned, the stuff here is MILES better than Rogue Galaxy too ). That game was the ultimate path game, an endless corridor, to say the least.