I agree, and I'm afraid this is all developers will take away from TotK. And you know, anything that can simplify the development process I'm for in principle, but in TotK's case it did not serve the game well at all. Majora's Mask figured out a clever way to do asset reuse over 20 years ago, TotK doesn't have enough of the same tricks, it just reuses the world straight up and doesn't have enough interesting ideas in how it changes it to compensate for the fact that in a game about exploration they're making you explore the same world.
I can daydream up a ton of ideas about how TotK could’ve changed up its world more, but I think in principle, OoT/MM and BotW/TotK are so different in how they approach their world design that the comparison isn’t really a simple as that, imo.
Ocarina and MM have worlds that have some level of abstractness to them. They don’t account for scale, they’re segmented, they have boundaries, they’re specifically designed
for that game and it makes their worlds feel more “gamey.” Reusing the world for MM wouldn’t make sense because it was so
specifically designed for OoT.
BotW’s world is masterfully designed, but it’s something totally different. It’s absolutely massive, for one, but it’s way more “realistic.” Every single thing is defined in a single seamless space. Because of that can’t pull what they used to for depictions of Hyrule across different games where locations can shift or change size and people don’t really question it because of that abstract nature. If you’re making a BotW sequel and Gerudo desert shifts to the east side of the map it’s just way more jarring, for example.
There’s also the simple fact that the world is just so big that, at least personally, I couldn’t possibly commit all of that to memory so a lot of it still felt new even after 200 hours in BotW. There’s just tons of quiet space that was ripe to be used in a sequel, and in many cases, was used in for points of interest in TotK. You couldn’t really get that if you reused OoT’s map.
All of this really circled back to my curiosity at the long term future of the series - BotW depicted “classic” Hyrule so
definitively, so massively, so seamlessly instead of feeling like it was a curated series of levels designed specifically for a linear game, that I don’t think the team sees a point in doing that all over again for the traditional Death Mountain, Hyrule Field, Zora’s Domain, Faron Woods setup in terms of Open Air games. So I totally get why they reused it instead of arbitrarily moving shit around.
There’s enough room for even more adventures in the same Hyrule, probably even more changed than TOTK. Like, say another sequel 20 years after BotW and there’s a bustling town now built in Buttfuck, Hebra with a dungeon next to it that feels brand new because no one remembers that random snowfield with a single Korok in it from BotW. Burn down Korok forest and make it a badlands area, I don’t know. There’s so much quiet space they could play with, so I don’t think that’s the problem. I think the problem was that there wasn’t enough significant POI’s like new towns and stuff in previously unoccupied areas of BotW. Which I can get, but it personally didn’t bother me too much.
But yeah, now that they’ve said they’re done with that Hyrule, I think we’re in for an open air Zelda that DOESN’T rely on typical Hyrule location tropes - which is incredibly exciting to me. No death mountain, no Zora’s domain. Something completely brand new. I’m so interested to see how they handle it.
Sorry this became rambling, I just find the current state of Zelda and potential future so interesting lol.