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irstupid said:

Then you have the biggest, yet smallest change imo. The shiekah towers vs other open world games towers. Same logic, climb big tower, get view, know world map. The smallest difference, yet biggest difference is in most open world games when you do said thing it then immediately clutters your map with points of interests and tasks to do. Even the most recent spiderman does this. Grab a police tower thing and bam, your map just gave you a list of a dozen missions you can do, backpacks, poi, ect.

Zelda on the other hand, just fills in map with a classic map look. Elevation, rivers, ect. That's it. It's still 100% up to you to go and explore what you see on the screen versus chasing an icon on a map. The map only adds icon to the map if you add them yourself, or after you discover something like a shrine. It brings you more into the game, cause you are exploring yourself versus chasing then next icon.

And Morrowind, Gothic, Might & Magic, to name a few, don't give you any map...or you have to buy a map in some of them, and still orient yourself via landscape. And actually explore...and run into some hidden entrances to caves and dungeons. NPCs will give you directions where to go, but some of them might even lie. But eventually, if you explore and pay attention, you will be running into some unique things...that will not break after few hits...and not just another spirit orb.

Problem is, those old games were made for niche open-world CRPG audience - and they never reached mass market status (not even Morrowind got there) for lot of people to actually know and appreciate them - after all, CRPGs were always niche genre. Sure, it's easy to compare BotW with usual open-world mass market crap that's been around in last decade or so, and view it as something that stands out - because it does in many aspects. Yet compared to those old games it's still has a footprint of mass market open-world game that has depth of a puddle when it comes to actual world and what's inside of it - unless focus is on cool, but in long term mostly pointless mechanisms. Put some of those actually usefull mechanisms in properly built open-world with proper Zelda (or otherwise) dungeons and I will definitely regard it as something outstanding.