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Roar_Of_War said:
RolStoppable said:

Those things aren't mutually exclusive.

There’s no need for long dungeons if they’re tons of smaller ones and a couple of middle sized ones (shrines and divine beasts)

Smaller but more can still have great puzzles and allow you to delve more into the exploration aspect of the game, while keeping the pace fast. Suddenly entering an hour long dungeon can be tedious when before that, you were hopping all over the overworld. People don’t want to be stuck in one place for that long.

Smaller works better for an open world. Bigger means less shrines more than likely and that means less to do in the world. Even if you add other things, why not both? The more interaction with the world, the better. 

The overworld should be king. Taking the player away from that for too long is the kind of thing can make many players stop playing. 

This 100%, for far too long in Zelda games the focal aspects have been things that take players out of the game's world what the series needs now is to focus on scenarios where things are executed in the open world like the example I gave earlier.

A Zelda game with out any dungeons but maintaining shrines is a good possibility under such examples where you replace dungeons with fleshed out open scenarios in the open world, picture instead of a dungeon you come to a region and you're drawn into a SOTC like quest instead of a dungeon then you go to another region and you run into a party of Bokoblins in a similar manner to the TP trailer out in the field and you have to deal with their antics in order to stop their raids on regions villages etc...

Dungeons have their place in the series but their significance to it should be further scaled back for more inventive progression scenarios for the games to really diversify how the adventure plays out.