>>715984574I think what's actually admirable about BotW is that I think it IS a tech-demo for real, but it's a good tech demo that shows them finding a sandbox-implementation of traditional Zelda mechanics. Like you described the realtime interactions: You start fires if you have something that creates fire. Create wind by using fire or blowing with a korok leaf. If something looks like a boomerang whether it's a Lizalfos knife or a skeletal arm, it can be thrown like a boomerang.
It's just that, for far most puzzles none of that is required because the COMPLETELY open-ended design gives the developers zero guarantee that you'll be able to use any of the niftier mechanics, so everything is manageable with the Shiekah Slate and typically just Magnesis or Stasis. This simplifies the whole game to the point where the only really dynamic gameplay happens as you go from place to place in the overworld.
There is a bit of level design to the overworld but it's a super minimalistic type of design, like going up Hebra Mountain, to the big cinematic Dragon encounter, there's a stairwell, and some ways to use fire, or a flame sword to give yourself the extra bit off cold-resistance to run up, and a few opportunities to shield-surf.
But if they controlled the design of the world better, they could actually use a lot of these open-ended mechanics to create true Zelda puzzles. They're just not, because you have too many permutations as a player, so they would run the risk of your getting to a switch that can't be reached any way but a boomerang that you don't currently have, or being required to suddenly have electric arrows in a place that doesn't drop any.
And the more they "gamify" the open world like that, the more gimmicky the world will begin to look under this system. As long as the design has breakable items like this, they can't really be used as "Zelda items" even though Korok Leaf and Boomerangs, and other mechanics would functionally allow it.