The future of The Legend of Zelda belongs to a more free-form adventure experience, and traditional Zelda is completely dead because the current Zelda actually accomplishes the kind of "toy" experience that Shigeru Miyamoto envisioned in the 90s, and I definitely don't want to go back to the past, what I want is for them to do something more ground-breaking and sophisticated within the existing framework, likeI was blown away by the Skyward sword final maze in the old Zelda.
Addendum: I definitely don't believe in any end of history conclusions, and in the same way I don't believe that the future of the Legend of Zelda will always belong to open air, I believe that someday it will see its next complete metamorphosis, but at least we'll see another Legend of Zelda that is a free-adventure experience.(I'm thinking of this because Hidemaro Fujibayashi was already thinking about how the Legend of Zelda would have to evolve once again after open air after BOTW was released.)
I don't believe in any End-Of-History conclusions either- However, as I've said- For as long as this specific style stays, I don't really care for it. I hope it evolves in a way that prioritizes tighter design again, as the direction we moved towards in ToTK at least had dungeons I could get excited about facing.
That's not really being pretentious in the first place, but it seems silly to suggest a creator can't feel exhausted with a style of game they've made for years and express how rejuvenated they feel when they pursue a new direction that finds success.
Direct quote from Aonuma:
"Why do you want to go back to a type of game where you're more limited or more restricted in the types of things or ways you can play?"
I do not disagree with your sentiment-It WOULD be silly to suggest Aonuma can't feel exhausted with a style of game he's made for years and I'm happy he found rejuvenation towards a different way to represent it. I can take issue with how he portrayed those ideas- I can criticize him making choices that shake up the formula just for the interest of shaking up the formula. Evolution for 'Evolution's Sake' is the cornerstone of pretentiousness as far as I'm concerned- Things chosen because they'd
evoke something much more grand than what they're serving you. This itself is going to be a point of contention- I'm not going to tell you or anyone else who care for BoTW that the fun they derive is lesser, or that it isn't 'Zelda' or 'What Zelda Can Be'. But it is not why I come to the console to play Zelda. The very things Aonuma dismissively referred to as 'Restricting' or 'Limiting', evoke a grander sense of purpose and adventure that I've associated with Zelda. I view every choice as more deliberate than being left to my own devices through the nature of Adventure Game VS Open World Adventure Game.
You can agree with the quote. I view it as pretentious since it's essentially trying to place so much emphasis on nostalgia, dismissing any reverence someone has for the legacy of the series. It's what adds to the pretentious air about the newer Zelda titles.
This is even something Aonuma himself struggles with in the same interview, admitting the reception towards the previous dungeons impacted the more deliberate design of the ToTK dungeons. He, himself, heard this criticism and realized in his pursuits to avoid the established pretenses of what a Dungeon in Zelda is, he's created something lesser. He tried to think outside the box, and the result was something he went back on.
To be clear, I'm not saying 'Don't think outside the box, it's bad for you' I'm saying "Keep in mind what it is people liked about your series, that other game series have had to rip off over time".
There is nothing in BotW/TotK that doesn't have its roots in an early Zelda game, it takes those nascent game mechanics to an extreme. Ultrahand is the 'spatial manipulation item/song' of classic games turned into a traversal mechanic and puzzle solving tool. Fusing items together has been in Zelda as early as Link's Awakening with Bomb Arrows, and that was originally an idea intended for Link to the Past. It returned in Twilight Princess and took full form in TotK. The caves and wells in the overworld are reminiscent of the original Zelda, LttP, and TP. And so on. I could write an essay about how TotK felt very classic Zelda, as someone who has played all of them since I was 9 years old.
I understand the preference for older Zelda games, I really do. But there is a pervasive feeling that the latest games are treated more like sandbox toys with zero level design instead of the carefully designed open-world experiences with narrative setpieces they are. I've played so many open-world games, and many games with 'crafting systems', and none of them scratch the Zelda itch like BotW / TotK.
The classic vs. modern (which is a fairly dubious split to begin with, considering how varied the classic games are, and how even between BotW / TotK there are numerous structural differences) Zelda 'debate' is already exhausting without needing to bring any idea of 'pretentiousness' to it. There is an undercurrent of 'Zelda is dead' and 'true Zelda fans prefer the pre-BotW games' which is annoying to read and listen to especially when you've been playing Zelda for nearly two decades and love pretty much all of them.
This is a statement I had to read, like, 7 times?
Yes, there is a difference though, there are a lot of systematic changes that completely rework how you have to approach things. You can insist there's 'Nascent Mechanics' but if they involve something as simple as bomb arrows in comparison to a full on crafting mechanic that requires you to forage for items, I can't jump that gap. That's like saying that there's hints of Minecraft in the original Resident Evil titles.
There's tiny little challenges, as there have been, sure. That is one thing I'll certainly say I undercut in the interest of staying concise in my post. Those opportunities often provided the exact same style of benefit, similar notes of challenge, and you certainly didn't need anywhere close to all of them in order to get things resolved. I see you. My issue with these, is that within BoTW especially, the dungeons felt trimmed for parts to fuel these comparatively uninteresting, less thematically purposeful trials.
Here's where I take issue, big time.
I am not trying to insist these are sandbox toys with zero level design. I am not trying to downplay the narrative setpieces [Though, I will say I'll always take a story I can involve myself with directly over narrative set pieces, but strong narrative direction is also not what I come to Zelda for] There is only so much careful design you can put into an open world, where you let your player make their own fun. That is not what I, myself, come to Zelda for. I have also played many Open-World Games, and games with 'Crafting Systems', and while we're at the table, I've been playing Zelda since I saw MM in a Funcoland circa 2000. I have no issues with the crafting elements present in BoTW/ToTK. I wish it wasn't there, but it behaves as it should, and has creative elements I really enjoy. I think being able to make food to survive extreme temperatures is inherently cool as hell. I don't even think they should NEVER be in a Zelda Game. I can see this mechanic definitely working, as Zelda has placed emphasis on consumables for literal years. I just don't come to Zelda for it as a core mechanic, tied together with a weapon system I dislike, combat that doesn't really mesh with me, and with a developer who only thinks the reason I'm taking issue with these directions is because I'm nostalgic. I think it suffers from a 'Too Much Too Soon' element. I think that trying to place a greater emphasis on side quests, or helping slowly put Hyrule back together similar to games like Terranigma, or Drawn to Life, could have had a lot of really grand opportunities. But, instead, what we got felt underbaked to me.
Also, Side note, funny thing that no one has said much on the minimistic music design. This post is long enough as is, but the usual instrumentation and bombastic, sweeping melodies being swapped for piano and strings... That absolutely reads to me as a pretentious move, which I'm also extremely thankful was walked back in the sequel.
I feel you tried to play my own narrative into a larger Zelda war I guarantee you I have absolutely no dog in. I think ToTK was a better step towards something I like, and I think BoTW was 3 steps removed from an experience I'd rather have. This is literally, the first time I've shared my opinions about this game outside of my circles of friends, and I'd really rather have this be the end of it. 'Not being for me' and 'The Developer choosing to evolve the game in a way I don't personally like', or 'evokes what I came to the series for' are sentiments quite different from "Zelda is Dead" and "True Fans prefer Older Games".
If you're annoyed by the opinions I hold, you're more than welcome to engage with them as little as you please.