i did get bothered by this for some time,but i got over it
I like the idea but the problem lies in what zelda is. In most zelda games the darkness or evil in the games are minions of some upper level enemy in the game. Take TP for example. In Twilight Princess after you beat King Bulblin and he finally says that he's done fighting you and all (4th and final battle) he leaves. So if the game continued that would have to take out Bulblins, one of the most common enemies in the game. In addition, beating Zant means no more twilight baddies. So that knocks everything down to low level enemies for the most part, meaning that fighting continues with less of an impact.
Johnny said:Next we have the puzzles. If there are side quests and such after the game, the rewards would only serve to add to a collection that ultimately has little or no use. Increasing your wallet size or quiver capacity after the game is done, while a nice accomplishment, really doesn't do much for you other than give you the ability to say, "Hey, I upgraded all my stuff". In the end I don't see a purpose to that either.
Johnny said:Then of course there is the element of being able to see Hyrule in a new light. I think that would be interesting, but what do you do after you've talked with everyone after saving the world. To a certain extent the people in Zelda games are clueless to the fact that you're both the hero of legend and a savior for all. I do think that the addition with new areas is cool, but you would need something to do. The reason Pokemon has replay value after it's been beaten is because there are new opponents to beat and you usually don't have a team of level 100s by the time you face off against the champion on the first round. That's why there's a post game. But Legend of Zelda, as I see it just doesn't need one. I'd like one, but I don't think there is a reasonable way to implement it unfortunately.