That's right, Mr Khan - emergent and open-ended puzzle/dungeon design is one of the things that make the Temple of the Ocean King such a great dungeon (for the record, I'm just about to finish PH). It is important to remember, however, that this emergence is still very much directly controlled by the game developers (unlike, say, a strategy game) - I'm sure they had a reasonably optimized route in mind when designing the temple.
Fundamentally, it's a balance act between pre-scripted content (ala Monkey Island) and emergence (ala Minecraft). Zelda, I think, leans more towards the former, with some notable exceptions.







