>>718758437
But OoT wasn't just an overworld. It's overworld had parts, subregions and localities (kinda like real geography when you think about it with towns, agricultural areas, oceans and nature areas of different forms). Leaving the overworld (hyrule field) you'd have the town BEFORE the dungeon, then the dungeon (or a trail to the dungeon).
TP kinda got this right actually. BotW/TotK you couldn't really tell where the trail to the dungeon started and where the rest of the overworld finished because they were one thing.
MM did it best though. You'd have the town area, but also a themed sub-overworld area that you had to explore before you reached the dungeon. I took for granted how simple this was as a design because I naturally just thought this was how you should design a dungeon game. \
Only now am I realising that old Zelda (Zelda 1) didn't even have the town, let alone the themed region at times. I guess you could say there were kinda themed regions in BotW/TotK, you also had to have unique equipment to explore it too. But they never truly feel like something you explore after the town and often the town would be the last part of the region you would explore - like with the tundra/desert and lake area - and in that situation you would often have discovered the region where the dungeon was to be already (in TotK I found the Fire and Spirit temples before the town).