>>725038858 (OP)
Aonuma can't play vidya, so once he got into power most of the games under his direction overcorrected heavily and now the games assume that you can't navigate a 3D space.
The game is also too heavily linear in some instances, since progression is just blocked by event triggers, like NPCs being in a certain location.
The game was also very directionless for a lot of its development and it kind of shows. I am going to throw out a wild conspiracy theory and claim that Wolf Link was originally going to be a giant pink bunny, but the game was claimed by the edgy werewolf phase of the mid 2000s.
>>725039231
It's better in those regards than most of the games that came after it at least.
>But how can BotW have a tedious intro section
All of the game up to Hyrule castle is an intro section and most of it is tedious and not worth doing, regardless of whether there's good content scattered among it that is worth doing.
>>725040698
It's a bit too lenient, but combat in Zelda is supposed to be about turning your brain off for a bit anyway so that you get a change of pace from figuring out how a larger space fits together. It was functional for what it was.
>>725044334
DaS3 is liquid ass. The level progression is a literal straight line with a single digit quantity of side areas to grab keys from. This would probably be fine in any other context, but it's obvious that this only happened because a lot of content never made it, since a lot of the quest triggers are broken and nonsensically assume you're going to come back at some point.