but none of this content gives the player the feeling that they "discovered" it since all of it was telegraphed to the player through mandatory exposition and most of it is literally plotted on the map before you ever have a chance to try to get there on your own.
Ugh!
This a very shortsighted way of approaching how different people think and feel.
I have no idea why players like you who favor free-roaming exploration act as though it's not possible for other players to feel as though they discovered something even when it's mandatory.
I mentioned it in the Mario thread, but a lot of my feelings of discovery/mystery/adventure comes from interacting with the world and creating dynamics, simply running around large stretches of empty land doesn't do a lot for me. It actually kind of makes everything a lot more tedious than it should be.
When I landed in Lanayru Mines and saw that big wide-shot of the dessert filled with large ancient statues I was excited to explore and interact with it, and that's exactly what I did; it didn't matter that I had to be there because I was
excited to be there and curious about what was ahead of me.
I discovered the timeshift stones, I discovered that they have the power to look into the past, I discovered an ancient mining robot civilization, I discovered a vast dessert, I discovered large quicksand rivers, I discovered Lanayru dragon flies, I discovered ancient pathways beneath the quick sand, I discovered abandoned dilapidated mining facilities, and I discovered the Gate of Time.
I felt as though I had a lot of agency in that game, and I didn't need it to be free-roaming in order for me to feel this way.
Open your mind a little and try to understand that free roaming gameplay is not the only way to create a diverse emotional palette embedded with feelings of agency and discovery.
I'd wager they were thinking that an action game should require precision from the player.
I'd wager that they probably didn't know how to program horizontal slices, and that's why they changed that as it was quickly as possible; the game feel on the poke was dreadful, and lining up the character to attack an enemy with the awkward grid-based movement felt pretty bad too.
If the combat is so boring that you want to end it already, then it's bad combat. Why don't you want more engaging combat?
You misunderstood what I was saying completely.
Post-ALTTP Zelda games have combat with fantastic game feel; the mechanics and dynamics look good, sound good, and feel good.
However, combat isn't the main course on a Zelda plate. Combat in Zelda exists as a difference in kind, it's just there to spice up the experience and create an interest curve (It sometimes also exists as a difference in scale)
Zelda's traditional combat mechanics are incredibly simplistic, and the dynamics often repeat themselves.
When I say "Man...I wanna get back to running, jumping, climbing, and using my items again.", that doesn't mean I'm bored. I'm just like 5 times more interested in getting back to the most complex and deep aspect of the game's overall design (The Link/Item/Environment/Boss interplay)
Edit:
Agreed. Having just come from Dragon Age: Inquisitions, the first thing I thought seeing the demo was "Ick". I want a Zelda game that's packed full of tight content and puzzles, not tracts of empty land, especially when the cost of that huge rendering distance is out-dated, bland textures in the foreground.
...
I guess the only way to get that real Zelda experience now-a-days is to be on PC with Steam and downloading all the great indie action-RPGs. The Kickstarter demo for Hyper Light Drifter gave me 100x the old Zelda nostalgia feels than this ever could.
https://www.youtube.com/watch?v=GmMosNHhyxI
This is exactly what Skyward Sword's Hyrule overworld was doing...
Every province was running, jumping, climbing, fighting, swinging, and using your items to solve complex environmental puzzles or interact with obstacles....
It is the most dense content packed Hyrule that has ever been conceived...and I'm pretty bummed that they most likely won't refine, and evolve the idea in Zelda U.