>>717140146
Yeah, or they could've made a system where a dungeon can be chipped away at over the course of the whole game, and be 3x larger than a normal Zelda dungeon, and make better use out of "4 major dungeons".
Like, imagine if dungeons were divided into 4 areas, and you have to solve a series of puzzles or enemy gauntlets to clear 1 of those areas in the dungeon, and then you have the choice of running to the next area inside the dungeon, which all feels like kind of interconnected level design (A bit like Hyrule Castle interior at the end of the game)
Plus it has the Divine Beast map mechanics so the entire time you're inside it, it can move the walls and stuff, really feeling like a giant puzzle box, built from ominous, ancient origin.
Then you'd have maybe a total of 50 hours inside dungeons, which then are more diverse and contain more unique types of aesthetics and enemies, but another 40-100 hours of Overworld.
The issue I have primarily with BotW is really just that the ratio between Dungeon to Exploration is fucked. It used to be kind of a half and half in total. You spent a lot of time walking back and forth trying to figure out where the next dungeons would be located, and clear many caves and enemies and side-quests until you find it, but in BotW you really do have like a 9:1 ratio of just pure Overworld exploration, and then dungeons are somehow SHORTER Than in a normal Zelda game.
I'd love a game that justifies the BotW approach in a more true-to-form Classic Zelda structure. One where there's like 3 primary dungeons that unlock a "paradigm shift" like becoming an adult (causing change in the narrative) and then 4 new main dungeons emerge, but they're like I spoke of earlier, where they feel like they're themselves kind of Open World Dungeons, and you can decide to do 50% of one, and then leave it, to do more exploration and then 25% of another one, or just concentrate and spend 2-5 hours in each primary dungeon and fight their bosses.