I like the linearity the train tracks provide. It's the same as a huge ocean on a steam boat, think about it:
Phantom Hourglass: Vast expanses to explore, how much of it useful? A few islands per area, golden frogs, some boats, some salvage sites (that were mostly crap anyways.) Basically, you were drawing from A to B.
Spirit Tracks: Vast area, but instead of trying to fill it up with things to do to take away from the main game, we're given a much more logical form of exploration. Besides, I doubt every train stop is story relevant, as I'm sure many secret areas will be available to explore. Basically, you're planning a route from A to B.
A to B. Both have the EXACT same concept, yet people are moaning about the fact that train tracks follow a set path...so? Did you draw a very long squiggly route in Phantom Hourglass to get where you were going, or did you just go from point A to B? Yeah, that's what I thought.
Even TP, MM, and OoT are fairly linear in terms of exploration. Sure, they all had open fields and such to explore, but it's not like there was a surplus of things to do in the field. Catch some bugs, find some bomb rocks, dig some holes, catch some Poes. Lots of people don't seem to get that concept though, that for the most part, Zelda games are a point A to B affair. But train tracks are the thing that changes that, for some reason. Weird.
Ah well, even if they get this logic, they'll still blame the controls :/
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