good response. it's nice to respond to someone with a brain on their shoulders.
I've seen the LttP comparison a few times, and I don't get it. SS is structurally the least LttP-like of the 3D Zeldas. Instead of a comparatively open, seamless overworld, SS has fairly linear, disconnected maps. You can never wander far from the beaten path.
i'm not talking about the structure of the entire game, i'm talking of the provinces themselves. they're humongous in land mass and very dense. if you stick a few gateways to new sections, they would make for perfect zelda overworlds.
yes, they are linear the first time you go through them. you go forward and you construct shortcuts, and when you come back the second and third times, the entire field is open to you. this is where the LttP comparison comes in for me. when you've done the first mission, you're free to explore and find pieces of heart and goddess cubes and whatnot. there's room to grow with this kind of setup, don't get me wrong, but it was refreshing to have this amount of content in the type of game field that is usually reserved for a quick trek into the dungeon.
Zelda games have almost been like Metroid in that you explore areas, see doors you can't open or gaps you can't cross, and then return later to take advantage of your new power-ups/items. But the Metroid that SS most resembles is, as Zoukka points out, MP3 - the most restrictive and least SM-like of the 3D installments.
what i meant by metroid-lite are that items are occasionally used to advance the main game itself, rather than just with secrets. it's rare, so it's a big lite, but i liked it that they'd stick you back into the giant province and tell you to find whatever. since i refused to dowse, that's where i got the metroid impression.
this really can't be compared to MP3. that game is so dry, linear and obvious that i can't even afford it another replay. SS is guided by the obnoxious hand of Fi, but even though she chooses which order you tackle the provinces and when, you're given free reign in the game fields themselves.
as for the disconnect, well, it's obvious why people have the impression. you can only get to the three provinces through the sky, and thus, a disconnect. yet most 3D games with focused design, from ocarina of time to metroid prime, have their sections just as disconnected and cutoff from the rest of the game, despite a few arbitrary (but useful) shortcuts. the only differences between em is that one set of games has you walk to get to them and the other set has you fly to get to them. 3D action-adventure games still have room to grow, and obviously the GTA route is not the answer.
SS did do things to address this disconnect though. it was through the consistent artstyle, through seeing the other sections in the background, and through item usage and familiar enemies. metroid prime 3's sections totally clashed against each other.
SS shows that EAD is perfectly capable of designing an environment that can entertain the player the first time through without becoming a slog on repeat visits
i disagree. the first jaunt is certainly entertaining, but in an instant gratification way with its linearity and focus of design. the return trips were more interesting to me, because there was no more leash in the level design.
(although I think there was a letdown in giving the player a reason to actually want to revisit the areas).
yeah, there should've been more things to find in the provinces, maybe even new, non-main quest related trails that would lead to a prize or something.
If anything, I think the post-OoT Zeldas show the series didn't need a radical alteration in structure but a subtle one back toward LttP. Look at the critical reception of the post-OoT Zeldas. The most criticized elements tend to be the structural departures from OoT: these are mainly pre-dungeon fetch quests in the 3D games (triforks, tears, and a couple of items in SS) and the central dungeon/transportation focus in the handheld games. Meanwhile, there is near universal approval for the elements that make direct improvements on OoT: better graphics, deeper NPC interaction, more engaging combat.
TP's map is an important outlier. Nintendo clearly thought they were making a bigger, badder version of Hyrule Field. They were only right about the "bigger" part. Everyone complained (justifiably) that the field was too empty and too large to merit exploration. But the empty thing was a problem in Ocarina too, and what that suggests to me is not that the entire structure is broken, but that the one refinement it has needed all along has been missing. We have not had a 3D Zelda that genuinely tried to recreate both the density and the openness of LttP's overworld. Each game has had either openness or density or neither (although MM perhaps came closest to getting both). Why not give that a try before we decide the entire formula's got to be chucked?
the closest games that follow the 2D zelda structure these days would be the elder scroll series and fallout 3/nv; a wide, seamless world littered with content. i don't like it, but of course, that's just me. i far prefer a mix of linearity and non-linearity; you go forward in sections, but then those sections are big and open to explore. it's why i adore final fantasy 12 so much. you're going forward, you're taking part in a real important journey, but you can stop and smell the roses too. the reason why the openness worked for 2D zelda is because your items or lack thereof blocked your progress, which is why it's sometimes charged with the "illusion of freedom." it would be quite difficult to take 2D zelda openness with its traditional metroid-like progression, and have it feel like a seamless open world. and i'm not sure i'd even want that anyway; i'd certainly be interested, but open world games give me a feeling of passivity rather than activity. i'd rather walk to the dungeon rather than stumble and trip into the dungeon.