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Jumpin said:
The overworld in Skyward Sword suffers from the same thing that the overworld in all the home console 3D Zeldas, it's an obstacle course to get between points of interest, which are typically towns, dungeons, or some specific kind of item. Breath of the Wild and Link to the Past, in particular, have points of interest, but the worlds are much more about exploring and doing things inside them; Breath of the Wild most of all, as the world has thousands upon thousands of things that call for the player's attention and focus. Link to the past, the game is primarily focused on the overworld, and the dungeons happen to be in it - while Ocarina of Time, Wind Waker, Twilight Princess, and Skyward Sword are really all about getting though the obstacle course, collecting items, and entering the dungeons... long.... long........ long......... dungeons. Link to the Past's dungeons are big, but take 1/10th as much time to get through.

I am legit confused here.  I used maze like earlier in the thread, but obstacle course would be a damn good description of the overworlds for the 2D games like A Link to the Past, Link's Awakening, or the Oracle games (hell, the original too).  It is much more straight forward to get from point A to point B in the 3D games.  The biggest complaint about the overworlds in the 3D games is typically that they are too empty.

I will admit it has been a long time since I did a playthrough of Link to the Past, but I remember spending a ton of time in the dungeons.  Probably about the same ratio as any of the 3D games.  My most recent Zelda was Wind Waker HD, and it was my first time playing Wind Waker.  It was a 53 hour playthrough.  No way even 20 of that was dungeons.



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