>>11967109
I played OOT as a kid and it was my favorite game. I replayed it a month ago for the first time in decades and it was just as good, if not better.
Ocarina of Time feels like the peak of a "fantasy action adventure". A lot of games try to let you go on a grand adventure in a fantasy world. From the many RPGs out there, to linear hack and slash games, to modern Dark Souls likes... but they all fail to execute everything as well as OOT.
Western RPG games spend too much time and effort on choice, stats, and roleplaying to cultivate great / tight gameplay. You can't plan a tightly designed dungeon puzzle when you don't know if your player is a caster or archer or warrior, etc. Gameplay is just fundamentally more dull when you have to balance hundreds of builds and weapons as opposed to perfecting a limited set of weapons and abilities.
Linear action games may have tight gameplay, but they lack the sense of interactivity, free flow choice, and openness of OOT.
Open world games love to create giant sandboxes, but they are too open to create strong gameplay. OOT has a great balance of tightly designed dungeon, hub like enclosed level areas and a giant interconnected field allowing for a mix of the best parts of open world and linear level design.
OOT's biggest strength for me is interactivity. There are just so many surprising little ways to interact with the game world, some meaningful (ocarina songs, items to progress, metroidvania elements) and some just flavor (cutting signs, getting unique dialogue when wearing masks, bottling everything you can). You are given a fairly tight set of items and abilities, but you have so much room to experiment with them in the game world that everything feels alive and reactive.
All of this is combined with OOT's clean art style and low poly nature to make everything in the game feel significant. Every door to every house has a purpose, the game isn't full of meaningless visual noise, it's all there for a reason.