At this point they can't possibly meet my expectations. I want:
- seamless exploration, from the beginning. no invisible walls or any similar bullshit.
- a strong lore background that you can uncover through hidden books scattered throughout the world
- a strong focus on non-linearity
- no hand-holding outside the tutorial
- optional tutorial. on the contrary, encourage the player to find things out for themselves, because that's what Zelda should be all about in the first place
- polished and streamlined gameplay experience (including things like choosing your text speed, skipping cutscenes, no gameplay interruptions, no forced mentions of hints, etc.
- lots and lots of item usage outside of dungeons, possibly even for unlocking new parts of the overworld
- meaningful item upgrades that can be created through found materials throughout the overworld and in dungeons
- no more an overabundance of 20 ruppees chests. major chests should contain something meaningful. ALBW did an excellent job of that, at least for dungeon chests
- an antagonist with some much needed depth and strong characterization. the possibilities are endless here, just don't revert back to "pure evil incarnated" nonsense
I can't code or create games in the least, but I would be a hell of a nice "creative director" for a Zelda game, as I'm sure a lot of you would be.