So i have one concern with 4 big dungeons 100 mini dungeons:
What is the thing that enables the big dungeons?Is it 'quest progress' like majora's mask? Does the game lead you to the 5~ish mini dungeons you need to go through to gain access to the big dungeon? I'm assuming you need to find some macguffins in the mini dungeons (think the medallions) or maybe items (bow + bombs to shoot bomb arrows to unblock the path to get to the dungeon, for example).
I'd like more freedom than being guided through a set story path like majora's mask (where you *DO* a handful of 'mini dungeons' before each major dungeon).
So my concern is - if I *do* have freedom to explore and figure out how to enter the 'big' dungeon - how do i know what to do and where to go? It's a fine fine line between being lost and being too handholdy. Will it walk the line well or will it hold my hand (and mark things on the map for me) like in past zelda games?
Remember Zeldas 1-3, and how there's a Big Objective you're trying to complete that requires you to complete every dungeon, but there's generally nothing really limiting you from going to whatever dungeon at any time except for your own knowledge of the path and the monsters along the way?
I'm guessing the dungeons in this game will be like that. You can find them at any time, if you know where they are and can get past the monsters to reach them.
Remember the adult half of Ocarina of Time, and how there's a Big Objective you're trying to complete that requires you to complete every dungeon, but there's a story around each of the major dungeons that add up to the Big Objective?
I'm guessing the buildup to the dungeons in this game will be like that. You can run straight to the dungeons if you want, but there's a story around each of them and the game will strongly encourage you to at least get the opportunity to experience that story before heading to the dungeons.
Remember Majora's Mask, and how there are tons of mini-dungeons all over the place, some of which are integrated with the Big Objective (Pirate Fortress, Ikana Castle) and some of which are just side dungeons where you get Heart Pieces (Waterfall Shrine, Woodfall Shrine)? Or Twilight Princess, which has cave mini-dungeons everywhere? Or The Wind Waker, which had mini-dungeons guarding some of the Triforce shards?
I'm guessing the mini-dungeons in this game will be like that. All over the place, with varying rewards that are sometimes really significant like new items and sometimes just grindy stuff like Rupees and upgrades.
I really hope they don't pull ALBW shenanigans and try to lock the dungeons behind specific items, but then try to get around this to be open world by making all the items available from a central location like a shop. I hope they leave the dungeons generally more open, but give a couple of them memorable entrances, and leave the item structure as it was in LoZ and LttP.