>>718960316 (OP)
They can top it by uh--
>>718960394
I was about to say "scrap all of the survival sim" elements and just stick to the
>Mysterious World
>Freedom and climbing
>Hero's journey main quest and 4+ Main Dungeons
Then scrap the 120 Shrine puzzle rooms for stuff like the Caves in TotK but also add more level design of that type out in the wilds. I wanna go to a forest where I have to swing across physics-driven vines and bind them around a rock that has to pendulum swing to the other side and land on a pedestal, instead of going into "Shrines" and having arbitrary level design happening outside of the game's universe. I want the Zelda Dungeon Design to happen as part of traveling towards a destination.
Then there has to be 1 big dungeon, like a traditional Zelda dungeon but done with the open-air style that's way larger than the Divine Beasts or the Temples, like big-ass domes with entire cities inside of them, where it's full of enemy rooms and Zelda contraptions in a labyrinthine fashion with Small Keys and Mini Bosses, and a temporary game-mechanics that is unlocked inside the dungeon, which allows easy traversal of the entire World Region once you go back out outside.
If it's the jungle, once you have the Dungeon item, you can now zip across rows of vines to travel like a superhero through the forest. And some of these "Mega dungeons" are totally side-content, but they feel like you "complete the area" after each one.
It starts to feel like 3D A Link to the Past but it's still BotW, and it's no longer just derivative Ubisoft shit with huge unnecessary inventory screens and wasting my time "grinding". Now it's just a fun ass Open World game that you see through and play to the end.