the next Donkey Kong game is unironically an open-world, going by all of the leaks
once Resident Evil and Metroid go open-world, then I'd say traditional game design (aka a game being good) is dead
I am all for it, my dream Donkeyman game is DK64 with 8 kongs and switching anywhere, and the multiplayer is gokart racing through all the levels from singleplayer
I know it will sound like bullshit, but it's meant to be a launch title for the next Switch, tentatively called Donkey Kong Freedom at the moment (if you search this it'll come up with a game made in Dreams, which was made by people who were familiar with the project)
it was being developed by Vicarious Visions, Nintendo (Miyamoto specifically) were loving it. at one point Miyamoto was displeased however since DK was grinding on vines with his feet, which he said would hurt, so they added banana peels to his feet and he was fine with it
Nintendo took over from VV eventually, and they've been working on it ever since
from what I understand, a sub-team of the Mario Odyssey team was made, mostly using new blood
Nintendo are keen to push Donkey hard and get him up there with Mario and Zelda, with the amusement park stuff, the GBA remake, his place in the movie and now this game
>"Dude there's a new Donkey Kong game coming to the next Direct" >nothing >"Dude there's a new Donkey Kong game coming to the next Direct" >nothing >"Dude there's a new Donkey Kong game coming to the next Direct" >nothing but a Mario vs. Donkey Kong remake >"uh... ACTUALLY it's coming to the next switch :)"
You homosexuals have been doing this dance for years. You're eventually going to be right as per the broken clock rule but it's not going to be what you think it is.
I am all for it, my dream Donkeyman game is DK64 with 8 kongs and switching anywhere, and the multiplayer is gokart racing through all the levels from singleplayer
it's so satisfying getting to that flag in Mario though. Although I would be curious to see an open world Mario, the current model works so well I'm sure they'll keep making Mario games with levels.
I genuinely believe there's a very high chance that they'll re-remake OoT to accommodate the upcoming movie (series) and theme park. Or at the very least, we'll get a more traditional experience with the next one.
We know from recent Famitsu interviews that Aonuma and Fujibayashi are actually thinking of dropping the standard BoTW formula to some degree, or at the very least, they want to return to some of the series' staple roots in some aspects... Which makes sense, now that Zelda has truly become a mainstream normie franchise akin to Mario, Pokemon, CoD, etc. I suspect the next game will still be open-world, but will incorporate many more traditional aspects in an effect to see if they can influence or acclimate their newfound fanbase into accepting and enjoying the more traditional elements of the franchise, such as mainline dungeons.
I think that, at the end of the day - while BoTW and TotK were massive successes as far as sales go, Aonuma, Fujibayashi & co. know these games really fricked with the core identity and format of the franchise, which isn't good for the IP's health in the grand scheme of things - especially now that Nintendo is turning towards other mediums and forms of entertainment to further the company's success and financial standing in the coming years.
The era of consoles are coming to an end and Nintendo will have to fill that massive gaping hole of former hardware sales with something else. Cue their jump into theme parks, movies, mobile gaming, animation and TV. And you cannot maintain that success with such a notable IP if you frick with its core identity too much.
Space boats or time boats. Or dimensional boats.
I have a feeling that it'll be a quadrilogy, counting AoC.
Because the triforce, while not permanent in both games, were present in both games. In BOTW it was present when Zelda sealed Calamity Ganon, and in TOTK it was present when Zelda hugged the broken Master Sword before becoming a dragon.
I want a Link solo game with no Zelda/Ganon
keep the design choice of being able to solve puzzles in different way and go anywhere on the map
I want the scale to be much smaller and the story to happen as you go instead of the Naruto flashbacks
I was thinking about this earlier. Ideal would be take the 120 shrines, consolidate them into 20 dungeons, scatter them out in the world, do not mark the map, that's the game.
I was thinking about this earlier. Ideal would be take the 120 shrines, consolidate them into 20 dungeons, scatter them out in the world, do not mark the map, that's the game.
Imagine if they utilize AI generation to make a map of 100x the scale and with 10x the shrines and koroks. Ohh man that would be so sweet. I could play for years and never fully finish it
I wouldn't mind an open-world Zelda where you start with nothing but the clothes on your back and you have to find the stuff you need to get around. Instead we get open-air where after the tutorial you have everything you need to go anywhere and beat the game.
Just frick my level design, structure and progression right up senpai I love spending most of my time merely running around just to do flagrantly copy pasted content and I welcome the end.
This might sound like a dumb idea. I just want to start a game where you have nothing except the clothes on your back and an item pouch in civilized Hyrule. You can pick up stones, sticks, plants, and other things to cook and sell then you can buy your exploring tools like oil, rope, bombs. Or you can go treasure hunting and find those things instead. Or you can steal a weapon from sleeping monsters and kill them with it.
I've been saying it since BOTW, all they need to do is have the next game be open world, ditch all the fricking fluff, ditch shrines, ditch koroks, ditch the underground that adds nothing, ditch most caves, and just have fricking like 20 dungeons on the map to find and stumble into.
Just that, finding dungeons via exploring, you bring back items, and we're fricking golden.
Elden ring does have "shrines" as catacombs, true, the difference is that elden ring has like 15 catacombs, while TOTK has 150 shrines.
Same thing with the mines and caves, there's way less of it in Elden Ring because the focus was properly placed on making actual good dungeons.
The difference is that Elden Ring had meaty, thematic challenging "dungeons" spread throughout the main quest, while BoTW and ToTK tried to pass over-glorfied shrines as "main dungeon content."
I agree with the catacombs but the mines really felt copypasted, I would argue that the caves in ToTK caves have more variety.
yeah i kinda wish that they would give more dungeons instead of the shrines but I honestly liked the 4 main dungeons in ToTK
What would you think about an anthology structure to story? Instead of the main quest telling you about the same past events over and over again assuming its your first quest every story just has its own story and objectives. You have to figure out those objectives on your own without a voice or partner to guide you.
a different starting location, either kakariko or hateno, one of the divine beasts should be on the great plateau, one in the lost woods, one in the snow highlands, and one at hyrule castle. Ganon would be residing in the yiga hideout.
you would get the motorcycle early on, the korok challenges would be more involved and give out handfuls of seeds as a reward, the beast tamer quest would be to survive making it from one side of the overworld all the way to the other with enemies in tactical locations.
I was thinking of for a new game in civilized Hyrule you can make money early on by finding ingredients to cook and sell. Then you can buy exploration items which will be abundant in the base game. Everyone would buy anything. However in Second Quest you're limited on what goods you're allowed to sell to which vendor. A bug vendor will only accept buying bugs and food. And food will be one-third of the price outside of selling in restauraunts. This means you'll have to be reliant on bartering materials and money to craftsmen to buy exploration items or treasure hunting. Also like the original Zelda places that used to have people who give you Rupees for saving them now fine you for breaking down their doors. These fines are paid in Rupoors, which can turn into debt giving you negative Rupees. Which means you can't buy or sell anything unless your debt is paid. You can also take out credit to buy an item via down payment of half the item's value. However you have to pay full price of the item's value as debt. Meaning you pay 1.5 times the price in the end AND you cannot buy anything until debt is paid.
In Breath of the Wild I hunt cranes on the road and cook skewers for money. Even in Tears of the Kingdom you can get early money easy in Hebra via hunting moose. And since my idea for the next game is civilization via rennaisaunce period then money is going to be essential in buying tools, weapons, and armor. Each hero character you meet has a trade that makes unique items. There are 6 heroes who are paired with 6 maidens. And with Link that makes 7 heroes.
Link too has a trade. His trade is cooking. Cooking has been completely overhauled where you can now only eat once every half day but effects last longer. Good meals grant blue hearts and blue stamina that extend your health and stamina. Blue hearts and stamina can be restored like normal hearts and stamina through resting, salves, and drinks. Cooking can be done at a workstation like a campfire, pot, or kitchen with 1, 5, or 8 ingredients. Salves and drinks are medicine you carry that replaces food for healing. Drinks give you a shorter but more potent buff that stacks with food. Also potions that give full hearts or stamina no longer max out your hearts or stamina. They only extend health and stamina if you're heath/stamina is full. Otherwise gold hearts/stamina heals the difference. You have a supply bag that limits you carrying 8 meals/salves/drinks, but it can be expanded on via Korok Seeds like your weapon/bow/shield stash. Though the max for each is 16 (15 for weapons because Master Sword).
I do want another solo Link adventure but on a non Hyrule island again
Kind of think they should use that underwater idea they tossed around for BoTW as the gimmick for the next game but then every other level would be a water temple so idk
When you can take a chunk of procedurally generated terrain and pepper it with the same copy-pasted content 100+ times and everyone eats it up, it's inevitably going to win out compared to actually making a good game.
Any ideas on how to handle weapons breaking? I thought about a system where you can repair and mod weapons in a crucible or forge. You can even dye the colors of the weapon's hilt/haft and blade/tip. When weapons break you can pick up their parts as materials. That way broken weapons don't eat your slots. Of couse when you find better weapons you can sell weaker weapons or discard them. Though there are some weapons that will be expensive to repair. And some weapons like monster weapons are irrepairable. Also repair a weapon too much then it becomes irrepairable, except the Master Sword. Master Sword recharges over time but it can be fed materials in a crucible to speed up recharging time. You can also combine two identical weapons into one to repair.
Bows, hookshots, and crossbows cannot be repaired for balance reasons.
Look at starfield for example. Less actual levels of gameplay than Armored Core but spread out over a map 1,000 times the size of GTA V, all procedurally generated. Making the content hard to find is a technique to make people think games are bigger than they are.
Because you distract the player with a boring open space and say "Look! Freedom!". Linear design needs to be planned carefully or it will get boring fast. With open worlds you don't have to try, just tell the player go from point A to point B wherever. There's nothing interesting in that. Environments could be condensed and include good design as well as being considered open world still, but that requires effort. That's why open world games are open nothingness. Because it's easy to plop down some trees and houses and rocks without worrying about how the player gets around. If they cared about, worlds wouldn't be huge just because and full of time wasting repetitive activities.
Modern open worlds have even ruined racing games by having open spaces that aren't fun to drive around in. Track design is worse, but hey! You can drive le everywhere! Do you know why people like to go to tracks to race? Because they're designed for it. Trying to emulate realism isn't fun 95% of the time. This is why Underground 2, Most Wanted, and even Carbon are designed like interconnected racetracks and not real cities. It's a huge reason why they're better than modern open world racing games where going through a field is pointless and disengages the player. The obstruction makes it fun because it engages the player. The ability to climb everything in the Switch Zelda games is such unbelievably bad and thoughtless game design, I no longer have faith in Nintendo's ability to make good games. The modern approach to open world games is absolutely awful and I refuse to go along with social engineers attempting to convince everyone otherwise.
Did you have to walk in a mostly straight line for 30 minutes to get from one side of the map to the other?
Or fast travel if you wanted to get around that and go where you actually wanted to get to? Hmm... Fast travel kind of makes it like a level based game...
It has towers you have to climb to see things in a local area around it, vast spaces of nothing in particular that take several minutes of walking in a mostly straight line to navigate for no apparent reason, and it even repeats the same handful of mostly useless "puzzles"/collectables hundreds of times?
Truly ahead of its time!
BG3 will win GOTY and then Nintendo will release BOTW 3 in two years with the same shit, except they add enemies that hack your autistic creations and people get upset that they exist
Zelda with Ubisoft towers kek
We already had that though? BotW had Ubisoft towers. I didn't play TotK but I'm guessing it had them as well.
Final Fantasy VII Rebirth is getting Ubisoft towers...in a fricking FF game. Even FFXV and XVI didn't have that.
Zelda botw has Ubisoft towers...in a fricking Zelda game
Have you been in a coma or living under a rock for the last 5-6 years?
TotK has ubisoft towers too
*and it was very enjoyable
Open world has been something devs have been trying to do for longer than you've been alive.
Didn't you embarrass yourself enough in the last thread?
And now that it's achievable and an ungodly amount of shitty, generic, boring games do it we see it was a flawed and pointless goal all along.
the next Donkey Kong game is unironically an open-world, going by all of the leaks
once Resident Evil and Metroid go open-world, then I'd say traditional game design (aka a game being good) is dead
what leaks?
I know it will sound like bullshit, but it's meant to be a launch title for the next Switch, tentatively called Donkey Kong Freedom at the moment (if you search this it'll come up with a game made in Dreams, which was made by people who were familiar with the project)
it was being developed by Vicarious Visions, Nintendo (Miyamoto specifically) were loving it. at one point Miyamoto was displeased however since DK was grinding on vines with his feet, which he said would hurt, so they added banana peels to his feet and he was fine with it
Nintendo took over from VV eventually, and they've been working on it ever since
from what I understand, a sub-team of the Mario Odyssey team was made, mostly using new blood
Nintendo are keen to push Donkey hard and get him up there with Mario and Zelda, with the amusement park stuff, the GBA remake, his place in the movie and now this game
source btw: reddit.com/r/GamingLeaksAndRumours/comments/11vz6cy/canned_open_world_activision_donkey_kong_game/
https://www.youtube.com/live/hGViOgj8jfM?feature=share&t=4865
>Reddit
It's nothing
>"Dude there's a new Donkey Kong game coming to the next Direct"
>nothing
>"Dude there's a new Donkey Kong game coming to the next Direct"
>nothing
>"Dude there's a new Donkey Kong game coming to the next Direct"
>nothing but a Mario vs. Donkey Kong remake
>"uh... ACTUALLY it's coming to the next switch :)"
You homosexuals have been doing this dance for years. You're eventually going to be right as per the broken clock rule but it's not going to be what you think it is.
I am all for it, my dream Donkeyman game is DK64 with 8 kongs and switching anywhere, and the multiplayer is gokart racing through all the levels from singleplayer
It's natural progression.
Seperate levels only existed because of tech limitations anyway.
it's so satisfying getting to that flag in Mario though. Although I would be curious to see an open world Mario, the current model works so well I'm sure they'll keep making Mario games with levels.
Traditional 3d Zelda will be released in between. Thank God there's no more 3d Zelda to remake
>”Traditional 3d Zelda will be released in between”
I envy your optimism
Realistically speaking will Nintendo actually remake another 3d Zelda? They've done em all
Zelda 1 would be great, find eight dungeons in a locally scaled open world.
Ocarina of Time on a screen that isn’t the size of a sticky note
I genuinely believe there's a very high chance that they'll re-remake OoT to accommodate the upcoming movie (series) and theme park. Or at the very least, we'll get a more traditional experience with the next one.
We know from recent Famitsu interviews that Aonuma and Fujibayashi are actually thinking of dropping the standard BoTW formula to some degree, or at the very least, they want to return to some of the series' staple roots in some aspects... Which makes sense, now that Zelda has truly become a mainstream normie franchise akin to Mario, Pokemon, CoD, etc. I suspect the next game will still be open-world, but will incorporate many more traditional aspects in an effect to see if they can influence or acclimate their newfound fanbase into accepting and enjoying the more traditional elements of the franchise, such as mainline dungeons.
I think that, at the end of the day - while BoTW and TotK were massive successes as far as sales go, Aonuma, Fujibayashi & co. know these games really fricked with the core identity and format of the franchise, which isn't good for the IP's health in the grand scheme of things - especially now that Nintendo is turning towards other mediums and forms of entertainment to further the company's success and financial standing in the coming years.
The era of consoles are coming to an end and Nintendo will have to fill that massive gaping hole of former hardware sales with something else. Cue their jump into theme parks, movies, mobile gaming, animation and TV. And you cannot maintain that success with such a notable IP if you frick with its core identity too much.
Next Zelda reboot is going to heavily feature boats.
Fricking quote me on it.
Space boats or time boats. Or dimensional boats.
I have a feeling that it'll be a quadrilogy, counting AoC.
Because the triforce, while not permanent in both games, were present in both games. In BOTW it was present when Zelda sealed Calamity Ganon, and in TOTK it was present when Zelda hugged the broken Master Sword before becoming a dragon.
>permanent
*Prominent, excuse me
I want a Link solo game with no Zelda/Ganon
keep the design choice of being able to solve puzzles in different way and go anywhere on the map
I want the scale to be much smaller and the story to happen as you go instead of the Naruto flashbacks
I was thinking about this earlier. Ideal would be take the 120 shrines, consolidate them into 20 dungeons, scatter them out in the world, do not mark the map, that's the game.
basically had a similar idea. I'd also like if completing certain dungeons change the environment which open up new quest and areas
I like your ideas anons
Imagine if they utilize AI generation to make a map of 100x the scale and with 10x the shrines and koroks. Ohh man that would be so sweet. I could play for years and never fully finish it
I am morbidly interested
I wouldn't mind an open-world Zelda where you start with nothing but the clothes on your back and you have to find the stuff you need to get around. Instead we get open-air where after the tutorial you have everything you need to go anywhere and beat the game.
Just frick my level design, structure and progression right up senpai I love spending most of my time merely running around just to do flagrantly copy pasted content and I welcome the end.
unironically there's a way to do it right
There hasn't been a Zelda game since the gamecube.
*N64
This might sound like a dumb idea. I just want to start a game where you have nothing except the clothes on your back and an item pouch in civilized Hyrule. You can pick up stones, sticks, plants, and other things to cook and sell then you can buy your exploring tools like oil, rope, bombs. Or you can go treasure hunting and find those things instead. Or you can steal a weapon from sleeping monsters and kill them with it.
I've been saying it since BOTW, all they need to do is have the next game be open world, ditch all the fricking fluff, ditch shrines, ditch koroks, ditch the underground that adds nothing, ditch most caves, and just have fricking like 20 dungeons on the map to find and stumble into.
Just that, finding dungeons via exploring, you bring back items, and we're fricking golden.
So Elden Ring.
.............no you fricking moron...
Yes
Elden Ring didn't have proper towns, weather, npcs or well-designed side quests.
elden ring has the shrines as catacombs.
siofra river as underground
the mines as the caves
is only missing koroks
You forgot that its fun
I find both fun
Elden ring does have "shrines" as catacombs, true, the difference is that elden ring has like 15 catacombs, while TOTK has 150 shrines.
Same thing with the mines and caves, there's way less of it in Elden Ring because the focus was properly placed on making actual good dungeons.
The difference is that Elden Ring had meaty, thematic challenging "dungeons" spread throughout the main quest, while BoTW and ToTK tried to pass over-glorfied shrines as "main dungeon content."
I agree with the catacombs but the mines really felt copypasted, I would argue that the caves in ToTK caves have more variety.
yeah i kinda wish that they would give more dungeons instead of the shrines but I honestly liked the 4 main dungeons in ToTK
idk I don't really see an open world Resident Evil happening anytime soon
now there's a series that needs to just be over already
What would you think about an anthology structure to story? Instead of the main quest telling you about the same past events over and over again assuming its your first quest every story just has its own story and objectives. You have to figure out those objectives on your own without a voice or partner to guide you.
BoTW was a step in the right direction but ToTK was a massive step backwards.
open world using your location and immediate surroundings as the input for a generative ai to synthesize an adventure for you
What's your ideas on a Second Quest mode that changes the locations of items, treasures, and weapons you can find?
a different starting location, either kakariko or hateno, one of the divine beasts should be on the great plateau, one in the lost woods, one in the snow highlands, and one at hyrule castle. Ganon would be residing in the yiga hideout.
you would get the motorcycle early on, the korok challenges would be more involved and give out handfuls of seeds as a reward, the beast tamer quest would be to survive making it from one side of the overworld all the way to the other with enemies in tactical locations.
I was thinking of for a new game in civilized Hyrule you can make money early on by finding ingredients to cook and sell. Then you can buy exploration items which will be abundant in the base game. Everyone would buy anything. However in Second Quest you're limited on what goods you're allowed to sell to which vendor. A bug vendor will only accept buying bugs and food. And food will be one-third of the price outside of selling in restauraunts. This means you'll have to be reliant on bartering materials and money to craftsmen to buy exploration items or treasure hunting. Also like the original Zelda places that used to have people who give you Rupees for saving them now fine you for breaking down their doors. These fines are paid in Rupoors, which can turn into debt giving you negative Rupees. Which means you can't buy or sell anything unless your debt is paid. You can also take out credit to buy an item via down payment of half the item's value. However you have to pay full price of the item's value as debt. Meaning you pay 1.5 times the price in the end AND you cannot buy anything until debt is paid.
>These fines are paid in Rupoors, which can turn into debt giving you negative Rupees.
love that idea
In Breath of the Wild I hunt cranes on the road and cook skewers for money. Even in Tears of the Kingdom you can get early money easy in Hebra via hunting moose. And since my idea for the next game is civilization via rennaisaunce period then money is going to be essential in buying tools, weapons, and armor. Each hero character you meet has a trade that makes unique items. There are 6 heroes who are paired with 6 maidens. And with Link that makes 7 heroes.
Link too has a trade. His trade is cooking. Cooking has been completely overhauled where you can now only eat once every half day but effects last longer. Good meals grant blue hearts and blue stamina that extend your health and stamina. Blue hearts and stamina can be restored like normal hearts and stamina through resting, salves, and drinks. Cooking can be done at a workstation like a campfire, pot, or kitchen with 1, 5, or 8 ingredients. Salves and drinks are medicine you carry that replaces food for healing. Drinks give you a shorter but more potent buff that stacks with food. Also potions that give full hearts or stamina no longer max out your hearts or stamina. They only extend health and stamina if you're heath/stamina is full. Otherwise gold hearts/stamina heals the difference. You have a supply bag that limits you carrying 8 meals/salves/drinks, but it can be expanded on via Korok Seeds like your weapon/bow/shield stash. Though the max for each is 16 (15 for weapons because Master Sword).
gives me those Fable 2 vibes
It's the least creative and but currently most common attempt at "innovating" a stale and old franchise.
They'll keep rehashing the aimless open world thing and tack on new gimmicks each time, tendies will eat it up no matter what.
They couldn't even milk the open world formula for two games before having to rehash practically everything from BotW. TotK fricking sucked.
I do want another solo Link adventure but on a non Hyrule island again
Kind of think they should use that underwater idea they tossed around for BoTW as the gimmick for the next game but then every other level would be a water temple so idk
Not its futa porn
When you can take a chunk of procedurally generated terrain and pepper it with the same copy-pasted content 100+ times and everyone eats it up, it's inevitably going to win out compared to actually making a good game.
Any ideas on how to handle weapons breaking? I thought about a system where you can repair and mod weapons in a crucible or forge. You can even dye the colors of the weapon's hilt/haft and blade/tip. When weapons break you can pick up their parts as materials. That way broken weapons don't eat your slots. Of couse when you find better weapons you can sell weaker weapons or discard them. Though there are some weapons that will be expensive to repair. And some weapons like monster weapons are irrepairable. Also repair a weapon too much then it becomes irrepairable, except the Master Sword. Master Sword recharges over time but it can be fed materials in a crucible to speed up recharging time. You can also combine two identical weapons into one to repair.
Bows, hookshots, and crossbows cannot be repaired for balance reasons.
No, the next step is to bring back the train.
Bowser’s Fury, while excellent, fell short of Odyssey and not just due to a lack of content. So no.
>Is open world the next step for all ip's and series?
Not everyone can be as good at making video games as Nintendo.
No offence, but I don't think The Legend of Zelda: What's Next? is exactly going to work as a title.
Open worlds are being pushed on us so hard because they're easy to make and lower standards of game development.
How are open worlds easier to make than a few non-interconnected levels?
Look at starfield for example. Less actual levels of gameplay than Armored Core but spread out over a map 1,000 times the size of GTA V, all procedurally generated. Making the content hard to find is a technique to make people think games are bigger than they are.
Because you distract the player with a boring open space and say "Look! Freedom!". Linear design needs to be planned carefully or it will get boring fast. With open worlds you don't have to try, just tell the player go from point A to point B wherever. There's nothing interesting in that. Environments could be condensed and include good design as well as being considered open world still, but that requires effort. That's why open world games are open nothingness. Because it's easy to plop down some trees and houses and rocks without worrying about how the player gets around. If they cared about, worlds wouldn't be huge just because and full of time wasting repetitive activities.
Modern open worlds have even ruined racing games by having open spaces that aren't fun to drive around in. Track design is worse, but hey! You can drive le everywhere! Do you know why people like to go to tracks to race? Because they're designed for it. Trying to emulate realism isn't fun 95% of the time. This is why Underground 2, Most Wanted, and even Carbon are designed like interconnected racetracks and not real cities. It's a huge reason why they're better than modern open world racing games where going through a field is pointless and disengages the player. The obstruction makes it fun because it engages the player. The ability to climb everything in the Switch Zelda games is such unbelievably bad and thoughtless game design, I no longer have faith in Nintendo's ability to make good games. The modern approach to open world games is absolutely awful and I refuse to go along with social engineers attempting to convince everyone otherwise.
Zelda was originally open world.
Deal with it.
Did you have to walk in a mostly straight line for 30 minutes to get from one side of the map to the other?
Or fast travel if you wanted to get around that and go where you actually wanted to get to? Hmm... Fast travel kind of makes it like a level based game...
Zelda literally invented the modern open world game
It has towers you have to climb to see things in a local area around it, vast spaces of nothing in particular that take several minutes of walking in a mostly straight line to navigate for no apparent reason, and it even repeats the same handful of mostly useless "puzzles"/collectables hundreds of times?
Truly ahead of its time!
BG3 will win GOTY and then Nintendo will release BOTW 3 in two years with the same shit, except they add enemies that hack your autistic creations and people get upset that they exist