So no, dungeons don't necessarily need to be fixed. I think they could be changed up in terms of aesthetic. Make them more visually appealing, but keep the more dynamic nature that the Divine Beasts introduced. The same goes for the Blights. While I think they should be changed up aesthetically, I want a boss. I don't want an angry puzzle that just kind of wiggles it around and then I smack it three times.
That's a stance I haven't heard before. I see your point though. I wouldn't want BotW2 to make predictable dungeons either. Exploration is based upon unpredictability after all!
Still, if exploration is made better with unpredictability, then couldn't we argue that BotW's dungeons were also predictable?
The aesthetic is always the same, the rewards are identical (champion's ability + heart), you always have to find terminals, and the plot surrounding dungeons is a copy-paste (Divine Beast Terrorizes People, Link Finds Champion Descendant, Champion Helps Enter Link Dungeon, Dungeon is Defeated, Peace is Restored).
In terms of combat, there is little challenge outside of the boss. Plus, there are only two enemy types in each dungeon! (Cursed Skulls, Guardian Scouts, and Glowing Eye Balls if you are super generous.)
You said that "dungeons as they were before BotW
were broken", but that doesn't mean that BotW's dungeons weren't also broken.
Aesthetic was something which you said should be improved, but I'm curious what else you think should be improved?
You're welcome! A Link to the Past is missing some of the elements that you discussed such as NPCs in dungeons (I can only think of one example) but excels in terms of interactivity with the outside world. Skull Woods (dark world #3) is the best example but Turtle Rock (dark world #7) has a cool moment when you exit the dungeon on a side of Death Mountain and can reach fairies by warping to the light world and going into a cave. There's a lot of neat ideas from various Zelda games that could come together to make really interesting dungeons that connect to the outside world. I don't know why some of the really good ideas from early Zelda games went away.
I tend to play A Link to the Past like you're describing Legend of Zelda. Dark world 4 has the item that unlocks the upgraded sword, and all you need to access that is the item from dark world 1. The item that allows access to the final sword upgrade is unlocked after beating numbers 5 and 6. I usually prioritize getting those upgrades and come back to finish off bosses that are left. Majora's Mask is another game that progresses off of dungeon items, and you can beat 90% of the game before even fighting the first boss.
Wind Waker, Twilight Princess, and Skyward Sword were the games where the order of dungeons once the game reached the second half "Collect X amount of these special things" portion of the game started being dictated for no particular reason. For example, there's no reason Earth Temple needs to be before Wind Temple in Wind Waker. In Twilight Princess there's no reason the order needs to be Arbiter's Grounds, Snowpeak Ruins, Temple of Time, and City in the Sky when the only important story element occurs before City in the Sky. In Skyward Sword there are a couple of uses of dungeon items in the order Ancient Cistern, Sand Ship, and Fire Sanctuary that would need tweaking but that order also had little reason to be rigid. Breath of the Wild removed these constraints but threw out a lot of cool things in the process.
Yah, exactly! Nintendo basically shot itself in the foot by making those games unnecessarily linear. The only reason I can see for them sticking to such restrictions would be in order to incorporate multi-item puzzles (Ex. Items from previous dungeons being used with current dungeon items to make the puzzle more interesting).
Anywho, I've been looking for a game to use as a let's play on my channel while we're waiting for BotW, and I think A Link to the Past is a great fit. I'll probably be recording it after I finish my current series. Thanks again for the idea!