What does "more overworld" even mean and how in the hell does it apply to Zelda 1?
People see overworlds as relatively open and/or interconnected spaces where they can freely explore. The free-exploration to on-rails progression ratio in recent Zelda games doesn't remotely resemble the ratio of the early Zelda games, which was basically "95% of the world can be reached from the get-go, you're only really on rails inside of dungeons."
Nowadays the "overworld" is meted out in pieces, with large swaths of the game consisting of a linear pathway that cannot be deviated from (often literally, with walls on either side, lava preventing you from leaving the path, or the path consisting of an actual tunnel). You'll occasionally find places where the linear path becomes just open enough to allow you to find the Kikwis in different orders before you enter the dungeon.
Yes, SS checks all the boxes in terms of "things to see and do" with forest areas and moutnains and caves and ancient robot factories, 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.
I don't get how asking for the game to be more like Zelda 1 is asking for "more overworld" when all Zelda 1's overworld consisted of us was terrible readability
What's there to read? You check all the exposed caves for NPC hints, Rupees, shops, and dungeons; burn suspicious trees and walls that look like they could house secret caves; and follow NPC clues to some of the tougher dungeons. Maybe you could say its areas aren't very distinct and the game is therefore visually confusing, but
no one is asking for a world that's as limited visually as LoZ's.
TP is the first Zelda game to introduce fast travel before the player has finished the first three dungeons. And LoZ's world can be crossed from end to end in about three minutes. But sure, let's say LoZ stands out as the Zelda with the boring walking.
poorly designed un-intuitive secrets
Basically all of the mandatory "secrets" are analogs of secrets in other games.
- The only place in the entire overworld map where you're required to use a bomb is mentioned by an NPC. Likewise, how does OoT introduce the first scenario where you're required to use a bomb? Through NPCs.
- SS has a moment where you're supposed to bomb a wall, but only recognize that it can be bombed based on the dungeon map. Same principle is involved in basically every fake wall in LoZ's dungeons.
- Playing a song to drain the water? Don't you do that in OoT? And didn't an optional NPC conversation tip you off to the idea?
At the time, Zelda was one of the most rich games in its class. In 30 years, people will probably be just as dismissive of games made with our current tech level. No one is asking for an 8-bit overworld, though; they are asking for an overworld that is just as impressive relative to the games of our time as Zelda 1's was relative to the games of its time.
large swaths of annoying enemies to deal with (What were they thinking with that poke mechanic?)
I'd wager they were thinking that an action game should require precision from the player.
Also, I don't want harder combat in Zelda.
LoZ's not a combat-centric game, and it hasn't been since Zelda 2; I guess I'd like to be able to choose hero-mode from the beginning, but that's about it.
I'd rather they continue to make the combat more breezy and stylish so I can feel like a cool nimble hero without wondering, "Man...when am I gonna get to run, jump, climb, and use my items again?"
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?
Further more, Post-ALTTP Dungeons have already been way more satisfying than any of the pre-Aonuma dungeons thanks to the constant evolution of the
Link/item/environment/boss interplay that's been getting better and better since OoT.
Zelda 1's dungeons are incredibly simple and archaic; there is nothing special about them...most of the time the player is just running into monster closets or pushing blocks; the mechanics and the dynamics they create are completely brain-dead. What kind of inspiration could come from studying those level designs when they're so poor compared to what we have now?
TBQH, after playing all the newer Zeldas first, I find fighting tough groups of enemies and searching for the right route to the end of the maze much more engaging and challenging than repeating the same item-based puzzle patterns with varying levels of complexity.
You're definitely right that environmental puzzles are better than block puzzles.
But block puzzles weren't a strong suit of Zelda 1 anyway. And that's not to say that I want no puzzles, only combat and mazes.
I'd just rather have the strengths of the Zelda 1 dungeons--the sense of danger from the enemies and the good navigation sense required by the maze-like level design--captured alongside the environmental puzzles (which should
definitely replace the "push a random block" moments), instead of simply being strung along from one puzzle to the next with no other substantial tests of skill as in the current model.
Even after finishing the game several times, I
still get lost and
still have to be careful about managing potions in LoZ's dungeons. Meanwhile, I
never get lost and
never have to worry about health in modern Zeldas, and on top of that the over-reliance on puzzles as a source of challenge means the dungeons are no fun at all when I already know the solutions.
Zelda 1 is a tremendously replayable game, and that's probably a large part of why it's a huge classic--classics hold a lot of value over time. Newer Zeldas (and SS in particular) don't really capture that. They're not
bad games, but they aren't games I could call all-time classics with a straight face. Truthfully, the last Zelda I could say does that is Ocarina of Time (
maybe Majora's Mask, but only for players with a certain palette), but only because that game's proven its replayability.
I respect the game immensely for it's influence and experimentation..but saying "Aww man, this is gonna be just like Zelda 1!" sounds absolutely dreadful to me.
How fantastic it will be when you find out that people who want Zelda to be like Zelda 1 don't want crappy block puzzles, trial-and-error secrets, bad 8-bit visuals, or combat that's so boring that climbing things is a high point of the game, either.