@theproof: I'd like to address your points more specifically one by one, if I might. Some of them I agree with and others I don't.
1. Regarding weapon durability.
I think this is a largely misunderstood design choice, and is usually regarded negatively due to other games conditioning players to seek out one strong weapon and use that until it is replaced by an even stronger weapon. You suggest that weapons in BoTW are valueless, but I'd argue the contrary. In fact I think weapon durability means you make the most of your inventory far more than you do in other games which encourage you to use your strongest weapon without any repercussions. Here, the best course of action is to use items strong enough to dispose of enemies but not strong enough that they are wasted on the difficulty of the enemy. Finding a balance and disposing of enemies in creative ways gets full use of the player's toolkit so it also encourages you to explore outside of your basic weapons and taken advantage of physics, vertical space and elements to preserve your inventory for when you really need it. I do think there are other ways the game could have encouraged this behavior such as binding weapon types to stamina and making it about preserving that resource, but the weapons as ammo solution isn't bad to me and reminds me of survival horror games in some aspects. Titles such as Resident Evil don't encourage the player to kill the weakest of enemies with the shotgun or sniper, those are to be used only in situations where they are necessary. BoTW is no different.
It also allows for players to discover and equip weapons 'out of sequence'. You can sneak into a tough area, take a weapon and use it without fast-tracking your way through much of the game. Other games might restrict weapon usage to level or allow you to surpass the game. Weapon durability gives players an advantage but one that cannot be abused.
2. Regarding dungeons.
I would love to see them try lengthier dungeons with the BoTW design philosophy. One major aspect I definitely would like to see return is dungeon aesthetics. Shrines and Divine Beasts all had this pretty uninteresting, uniform look that I don't think served the game well. Especially considering the rest of the game's environments are so pretty. However, I don't want a return to long-form dungeons to be cynical. They have to preserve what makes BoTW interesting which is systemic, multi-threaded gameplay. I would take BoTW dungeon design as it is over Wind Waker design. While WW is aesthetically prettier, the dungeons are far too simplistic and linear to work in a game like BoTW which is so much about figuring out unique ways of solving a problem. So while this design element of Zelda would be invited with open arms, it's not to say that I think past dungeon design in Zelda games have always been great; and in a number of instances, BoTW's dungeons are better than, say Phantom Hourglass or Wind Waker. I'm not sure about the quantity of shrines though. I thought there was more than enough of them.
3. Regarding the size of the world.
It's too large. There is an awful lot of wasted space in the game. That being said, interfacing with the world is tons of fun and there are numerous ways you can get around quickly if you get creative with the status and physic systems. I also think the game does a great job of capturing the wanderlust of exploring a space. I definitely got a child-like sense of exploration when seeing something curious in the distance, putting a pin down and seeking it out. I feel this element could be preserved while making the map a little smaller and more focused.
4. Regarding boss fights.
Final boss fight is lame, but there are elements to the new boss designs I like. Particularly in how you can attack whenever you please. It doesn't operate on the Zelda tradition of exploiting a weakspot and hammering him three times until he dies; which was formulaic and often limiting to only using that 1 item you get in that specific dungeon. It was completely devoid of player expression. The new system is more free-form, allowing for multiple solutions to a fight, which is what an interesting combat system is all about. By in large I think the problem is more the aesthetics of the fights. Bosses simply don't look interesting compared to the scale and diversity of previous bosses in Zelda titles. I disagree that BoTW has a good combat system. Most of Link's moves are bound to a single button and state-modifications based on whether you're in the air or sprinting etc. Enemy design is too limiting as is Link's moveset, which makes the purpose of having a system (like weapon durability) which encourages players to experiment with the sandbox element of the game. Otherwise, I would argue the game would be more dull if you restricted yourself to using one weapon for the entire game because Link's moveset is simply to shallow to be interesting.
5. Regarding scores.
Critic scores? I don't listen to them. Especially not with the Zelda series when some pretty dull games have been praised so highly. That being said, I think much of the praise for the game can be tracked to the use of systemic gameplay, multi-threaded combat and puzzle solutions and a great sense of exploration. I do think it's a flawed game, and personally I wouldn't go as far as giving it a 10/10 or whatever but it is one of the more exciting 3D Zelda games to release for me. I feel like it's a fun game in its own right and one which provides a solid foundation to improve upon in the next game.
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