I don't' care.
1) Overworld is a collective term. Dungeon is a specific term.
2) Tbh, it's really not. It follows the same basic design that OoT introduced, just blown up and with less unique content.
What about it? These are traits you see all the time outside of dungeons. Pirate Fortress...
Of course not. They're part of the underworld, sure, but dungeons are a specific implementation of the underworld. Divine Beasts don't follow the same formula as dungeons and don't even remotely play like them.
So basically the core element that separates a dungeon from any old cave. The...
Not quite...you need the raft for Dungeon 4 and that's it. Dungeon 6 requires arrows to complete. Dungeon 7 requires the flute. Dungeon 9 requires the triforce. That's nearly half the dungeons blocked by a hard barrier. There's also the soft barriers for dungeons 5 and 8, but I'm not considering...
Non-linearity =/= Open World. And even then, LoZ and ALBW were linear games, just not as linear as something like MM or TP.
Why won't Aonuma make an Open World game with dungeons? Creating dungeons cost a lot of resources, so does creating a massive world. They didn't just remove dungeons on a...
The Zelda Dungeon types. And the question isn't how to fit it to an Open World genre, the Open World genre doesn't matter. The better question is how do you fit the Open World genre to suit dungeons, the heart and soul of Zelda? And while it may be possible, I don't think it's worth pursuing...