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AkiraKurusu
AkiraKurusu
For one, no fragile weapons or limited stamina.

For two, split the large map into individual regions, unlocked via story progress - so the player isn't utterly overwhelmed by a giant-ass map from the get-go, and still has a decently sized area to explore at their whim. Ghost splits the island of Tsushima into thirds, following this philosophy, and it works excellently.
AkiraKurusu
AkiraKurusu
For three, provide dev-placed map markers for all the important stuff - shrines, quests and all quest objectives, cave entrances, Zelda flashbacks, etc. Don't just rely on players placing inaccurate pins based off what isn't hidden by terrain from their perspective.
For minor collectibles, like Korok seeds or the glowing frogs, use a 'Guiding Wind'-style function to gently guide the player to their location.
Robert Newbie
Robert Newbie
Is the map really accessible from the start? I suppose they give you all the big abilities at the start, so they probably leave the whole world open. Super Metroid and Ocarina of Time are masterclasses, providing a starting area and blocking progress through exploration, items, and boss battles. You'd think Nintendo wouldn't make mistakes like piling on the content from the start.
x65943
x65943
It doesn't feel overwhelming or bad that the map is open in botw/totk
Mama Dizzys
Mama Dizzys
The fundamental thing I don't like about BOTW/TOTK is just that the games are 90% filler, the intended experience is basically you just going "ooh shiny" ad infinitum

I'm sure there's people who love that about the game, that there's not really any thought required on what to do, but I prefer otherwise
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x65943
x65943
I got a good, idk 20-30 hours? Just doing the main stuff

I never touched side quests in either game

They are good standalone experiences without the emptyish world