This got bumped several times so might as well clarify some things
Yes and the way you use them matters, something I'd think you'd recognize with how many of them you type
(saying "I made video games and took game design classes" is a pretty blase appeal to authority I gotta say)
I know it’s impossible to say this without sounding like a snob but I mean, it’s to support the fact that my opinion is educated. It’s not exactly an appeal to authority because I’m not one. Now, a fallacy that has been throughout the last few posts is the appeal to majority, everyone bringing up BOTW sales numbers to disregard any criticism of design issues
First off, words matter, and how you use them... matters. I have never engaged with you before nor do I have a some deep seeded history of your posts on this forum. This is merely the second one I have read from you ever, having only read one prior one people kept quoting so I could gain some context.
A few things. First, you talk about your experience making games and what they taught you in school, and then you get into how OoT is a masterclass in game design and giving purpose to every element of the game, something that open world games lack.
Here is the disconnect in this argument from the jump: Ocarina of Time sold how much again? 7ish million copies in it's heyday. Forget the 30m BoTW sold or the 10m+ that ToTk sold so far. How many copies does GTA sell, another open world game? How about Minecraft? How about Skyrim? Elden Ring? I could go on and on, but maybe, just maybe, going to school and making an indie game or two isn't a great barometer for understanding what consumers actually want.
Remember, video games is an entertainment business. The goal of a game is to entertain an audience. You can do this in a wide range of ways and emotions (just like TV/Movies), and generally if something is extremely popular it is not only copied and mimicked, it's popular because it successfully entertained a much larger audience than something else did. You talked about how there is no thrill to climb a mountain or some other object in Tears of the Kingdom because it's not the same as enjoying the real world with that world's history. Yet, you had numerous replies telling you that actually, they enjoyed that aspect of the game the most, some even telling you they enjoy hiking and that made the joy of doing it in the game even more fruitful.
To you, this is boring and bad design. But yet, others are really enjoying it. You can't always take what you learn in school, learn through a couple indie projects, and think you truly understand the greater medium at all. This is true of many, many professions. I've been to school for programming. I have also had programming jobs. The jobs were so different from school, it's basically like I never went to school at all with the amount I had to learn. Been to school for journalism as well - the moment I had to be a journalist... the job was so different from what I learned in school. Same with IT, same with almost every job I have ever had that required "extra schooling". Having talked with people in other professions, they generally tend to agree.
Jobs want you to have the degree not because it shows how qualified you are, but because it shows your ability to complete something you didn't know how to do. So when they hire you, sure you have a base understanding, but you're also more likely to stick through the learning process long haul. There are also numerous people in lots of a professions that simply never went to college, they learned through experience.
Aonuma has made many comments over the years. He has only ever talked about Ocarina of Time setting the forumla for Zelda. He has never referenced any game since that one being the template. At all. That is... until today.
What we can imagine as gamers is irrelevant. The Way of Water? It's just an idea. We are not game designers. We are not game makers. We are not the ones that need to come up with game ideas - so our ideas are irrelevant.
I also can't take anyone seriously that is trying to argue Zelda games don't surprise us anymore. I am so shocked and surprised by so many elements in Tears of the Kingdom, I think the bigger disconnect is probably just your personal preferences, versus others. There is no one size fits all way to make games.
Bringing up sales numbers is the same logic that execs have when they just want more GAAS games or whatever makes the most money. Nintendo has the most passionate fans in the industry because they are one of the few non-indie companies that respect videogames as an art form. If they were like EA or Activision or whatever, they wouldn’t even bother with most of their series and would settle on making bullshit like Pokemon MMO, Animal Crossing NFTs and Fortnite Mario. Zelda is one of the most influential series out there, I think there can be a discussion about its design decisions without completely disregarding the majority of the series.
I don’t think forum posts are all that irrelevant when you consider stuff like NOA skipping on the Tingle games due to stupid memes, or how Paper Mario Sticker Star was a reaction to Club Nintendo surveys. That’s why I always get triggered when people speculate about the most predictable worst case scenario outcomes
You misunderstood my point about games not being surprising anymore, it’s not even about TOTK (tbh it’s easier for that game to surprise people when basically everything that makes it differ from BOTW was treated as a spoiler and not really shown in trailers). I’m not even talking about the Internet and leaks killing mysteries in games either. Games are just very overengineered nowadays, for lack of a better term. You can very easily dissect the gameplay loop of a modern game, this includes open world games in general, it’s just way more predictable to know what to expect. One of the many ways older games can be better is how they weren’t as clean-cut in terms of structure or genres. That’s a whole other topic that deserves its own essay but basically the point here is that a lot of modern, critically acclaimed games understand this part of game design, that’s how they managed to be successful and have fans that are like “just play it, go blind, it’s hard to explain what makes it good”. Games like I dunno, Nier Automata come into mind, that’s a good precedent for games and that’s what I mean when I talk about games surprising you.
Open world games, TOTK included, just don’t really have this quality to them because there is so much repetition that you already know what to expect. Sky Islands are neat, they are basically outdoor dungeons, but how many of them are just another crystal Shrine puzzle. The Shrines have good puzzles but even then, it’s the same aesthetic, same template at times, a lot of them are basically the puzzle equivalent of Mario boss fight, you get a concept, you do a puzzle three times with a chest somewhere in between. You get the idea. I just don’t think that modern open world Zelda that sells over 20 million and the qualities of older Zelda are mutually exclusive. I enjoy TOTK’s dungeons, I think so far they are actually above average compared to other dungeons in the series (wouldn’t say the same about Divine Beasts) but it’s still sad how despite them getting some hype in the marketing, they are still isolated to the main story and they can still feel like a repurposed version of existing content (caves, sky islands, Divine Beasts). You need to follow the main quest and meet your partner to access them… They feel more like “set pieces” rather than dungeons, I thought an appeal of non linear Zelda would be to actually stumble upon dungeons outside of the main quest. Open world Zelda has you collect a bunch of resources, you spent a lot more time in menus compared to any other Zelda. This is just grindy, what if the next Zelda actually gave you new permanent abilities that don’t have you spend as much time in menus, that has always been a huge advantage that Zelda had. This doesn’t conflict with having the option of “DIY” the solution to a puzzle. This could introduce hard locks? I don’t think it’s a problem either, especially considering both games force you to get all your abilities in the tutorial before really starting the game, TOTK even restricts you further as you’re basically forced to follow the main quest for a while after finishing the tutorial. It’s just not a good precedent to settle on “expanding upon TOTK” because that’s just making another bigger game. You already see how TOTK has basically overridden BOTW in gaming discussion, that’s not ideal. Zelda is much more than that, it has always managed to make entries that stand out from each other. With post-Wii hardware they can finally expand upon various concepts from past games, a theorical “traditional HD 3D Zelda” wouldn’t have stuff like the “padding” in TP or SS in the first place. Having another huge open world game with bite-sized challenges and no permanent upgrades would just be tired at this point, like the most memorable parts in TOTK clearly lean on what older 3D Zelda offers but it just doesn’t commit to it
The suggestion of an OOT remake is sad as hell, this won’t happen since Nintendo actually knows which of their games stood the test of time. They re-released Mario 64 with no changes. They may be old but they are still perfectly playable today, and that’s fine. It’s just not comparable to the other hits of that gen getting full remakes, because in those cases you have games with fixed camera angles getting remade with modern controls so that their audience that have no interest in retro games can get what the fuss is about. OOT just doesn’t need a remake, there’s a million directions the series can go, ideas to expand before settling on “OOT remake with BOTW engine”