>>955195
>BOTW/TOTK are some of the worst games I've ever played
They're some of the most beloved games to have ever released.
>big empty world
BOTW has a big world but not an empty one. BOTW has about 3 medals, 4 Great Fairies plus Malanya the god of horses, 5-7 dungeons (4 divine beasts plus Hyrule Castle, and the DLC has a 5th beast and Trial of the Sword), 8 pieces of horse gear, 14 towns and settlements, 15 main quests, 15 Sheikah towers, 18 memories, 29 greaves, 31 tunics, 36 materials, 42 shrine quests, 47 helms, 76 side quests, 77 monsters, 83 creatures, 120 shrines, 121 primary weapons, 226 locations, 385 Hyrule Compendium entries, 573 characters, 900 Korok seeds, and 1125 treasure chests. TOTK has even more than this.
>uninteresting terrain, fells like it was lazily slapped together in a topography editor
Remake it in one then. Not possible, and if you tried remaking it with no restrictions you'd die of old age first. Climbing, abilities like Ascend, and the building in TOTK make terrain more interesting to engage than ever. TOTK has more than 10,000 YouTUbe videos of people just having fun building stuff to engage with terrain.
>10,000 bokoblins
Not that many but also 159 other creatures and monsters.
>that maybe do the same swing attack every 30 seconds
Bokoblin AI has more possible interactions with you than any enemy in any Zelda game.
>your only rewards for exploring are weapons
BOTW has about 3 medals, 4 Great Fairies + Malanya the god of horses, 5-7 dungeons (4 divine beasts + Hyrule Castle, and the DLC has a 5th beast and Trial of the Sword), 8 pieces of horse gear, 14 towns and settlements, 15 main quests, 15 Sheikah towers, 18 memories, 29 greaves, 31 tunics, 36 materials, 42 shrine quests, 47 helms, 76 side quests, 77 monsters, 83 creatures, 120 shrines, 121 primary weapons, 226 locations, 385 Hyrule Compendium entries, 573 characters, 900 Korok seeds, and 1125 treasure chests. TOTK has even more than this.
>Worst part is normalfags love these games
Will you stop breathing air because normalfags like it? BOTW/TOTK are beloved by close to everyone besides oppositionally defiant grumps who bait (You)s and usually didn't play them.
>we're never getting classic Zelda again.
Dungeons returned to a more classic Zelda style in TOTK. An interview linked in this thread proves Aonuma and his team listen to fans who want classic Zelda. He says in that interview they went back to more classic Zelda dungeons in TOTK because they heard the desire from fans for a bit more designed dungeons like in Ocarina of Time and games like that.
>Speaking personally, I really enjoyed Tears of the Kingdom's design, and I think a lot of people were grateful for the much more intricate dungeons. I think why a lot of fans valued Ocarina of Time and games like that were the clever dungeons that felt like a very crafted, very deliberate experience. And with Breath of the Wild, especially initially, the dungeons felt quite a bit simpler by comparison...but I think there's sort of a hunger for those very classic dungeons like the Water Temple and things like that. That was kind of our intention with Tears of the Kingdom, as you mentioned, which was to put a bit more density or thoughtfulness into the design of the dungeons in the game. I mean, when we think of Breath of the Wild, one of our guiding principles was to rethink the conventions of the series, and that applied to our thinking about dungeons as well. So we kind of broke apart our previous assumptions about the way we've made dungeons so far with that game. And I think the result was simpler approach that you saw in dungeons in that game.But then we did hear the desire from fans for a bit more of a designed dungeon, and that led to our approach to dungeons for Tears of the Kingdom. And so as we proceed, whenever we're making a game, we look back at our past and then consider where we are now with the freedom that we give to the player in these games. One of my favorite dungeons was the Wind Temple in which you climb steadily into a storm and eventually make your way into the actual dungeon, and then the boss. I was flying and diving onto it, and I don't think I ever actually landed. It was a thrilling proof of Tears of the Kingdom's sky theme, and it felt very connected to the world, and it felt far more elaborate compared to Breath of the Wild. I thought it was a really magnificent accomplishment. Tell me a little bit about making it.