I generally agree with these. Heck, I say the Zelda series needs a revolution in its game design in general. I've been playing the Zelda games since the early 90's. Wind Waker was the series' peak, though stretching itself already. I was beginning to lose my patience with Twilight Princess, then the last straw was Skyward Sword; it felt so archaic and everything it required the player to do was a chore. I barely got through 1/3 of it and I told myself I swore off the Zelda games for good. I hope that changes.
The main problem with the games is that they give off the feeling of scope but in reality it's confined and structured, which ultimately gives the player little reward for doing so many repetitive tasks. Sega's, Square's, and Konami's games are great at rewarding their players for their hard work; not so much Nintendo. If I were lead designer of the Zelda games, here are the changes I would make:
1) All the weapons you'll ever need will be available at the start. The game's design will naturally flourish from this because it gives the player more combat freedom. Think Radiant Silvergun.
2) No respawning enemies. This eliminates disruption in flow and overall annoyance. The only enemies you fight are the necessary ones you have to kill at a given time. Think ICO or Shadow of the Colossus.
3) Ditch the compulsory long distance traveling. Warp from anywhere you are instead where you choose your area after it's visited. Travel only to get to sidequests and bonuses, like the Final Fantasy games.
4) When you die, you begin where you last saved, from which you can save anywhere.
5) Multiple difficulty levels where you can keep all the money and weapons from previous game finishes, like the Metal Gear games. This gives some replay value.
6) Bigger focus on tight, concise, creative platforming than repetitive meaningless combat. Uncharted 2 fixed this from the first Uncharted and became a much better game.







