This got bumped several times so might as well clarify some things
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
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”