My point was the fact that sheikah stones exist, that's a sign that Nintendo does not even think too highly of their audience.
I don't see how Sheikah Stones show that Nintendo don't think highly of their audience. Shiekah Stones are not forced on the player at any point in the games. This means that they are an optional resource for those who feel they need them, without imposing even slightly on the experience of those who don't. Your disdain for them suggests you didn't use them. I know I never did. But not once did I feel like I was being condescended to by their mere existence, and I would be greatly surprised (and a little worried) if you did. The Sheikah Stones merely exist to make the games more accessible for younger players. That's all. Nobody is making you use them and nobody is designing really easy, or "dumb", puzzles because of them. Easy puzzles wouldn't require them at all.
See that's the main issue. I don't think Nintendo should be dumbing down their games.
Another issue that will occur is reliance... those who are playing for the first time and get stuck in, say, the first dungeon (which can happen, mind you). What are they gonna do? Use the Sheikah stone.
I have noticed... that they are really trying to dumb down their games for a broader audience.
The existence of the Sheikah Stones doesn't demonstrate a "dumbing down" of anything. The fact that this optional hint system even exists
proves that puzzle design is not dumb, because if they were as dumb as you seem to be suggesting there would be no need for hints at all; the puzzles would be too simple. Furthermore, this idea of "reliance", that players would end up relying on the hint system, also goes against your assertion that these games have been dumbed down because a dumb game wouldn't need to rely on constant hand-holding since it would be too easy by design. You're also assuming a lot about the way people play games. Most people, when stuck in a game, spend time trying to figure things out for themselves. Walkthroughs and hints are usually only sought out once personal investigation has yeilded no results.
This "dumbing down" you talk about doesn't apply to
Zelda just because the Sheikah Stones exist. The games are designed and structured in the way they always have been, nothing about that has changed at all. The only difference is that, if you are stuck, you can travel to some secluded corner and ask for a hint. A hint, mind, not the answer; the Sheikah Stones guide you in the right direction, they don't just tell you outright what to do. The Sheikah Stones don't have any impact on the design of the game's puzzles. The very fact that they exist at all shows that the puzzles are challenging enough for some to warrant an optional helping hand for players who are left stumped by them.
It ruins the experience for those who haven't already experienced it yet.
What about
Skyward Sword? None of us in the world had experienced that yet and there was a Shiekah Stone present from the start. I didn't know the answers to the puzzles that first time and a couple of times I had to think about things before I could progress. I never went running to the Sheikah Stone. I'd be willing to bet that most people never went running to the Sheikah Stone at the first sign of an obstacle. That Sheikah Stone didn't impact my experience in any way whatsoever. Why would someone suddenly use them all the time in
Ocarina of Time 3D just because it's older?
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Moving away from Sheikah Stones, I think the OP is mainly referring to the puzzles which are very obvious right from the off. For example, in
Twilight Princess's Forest Temple, there is a puzzle that involves turning four fans in a specific order. On the floor is a large mark which looks like the letter Z, giving the answer without any trace of subtlety at all. What's the point of that? Why make a puzzle if the answer is going to be made clear the second you reach it? It would have been better to have the order be explained by some other means somewhere else in the dungeon. Like how the order of defeating Deku Scrubs in
Ocarina of Time's first dungeon is learnt through remembering a simple riddle from earlier on, and not through a big neon sign over their heads numbering them 1–3.
This is what I think the OP is referring to most of all (correct me if I'm wrong), puzzles that very nearly just give their own answers away. And I agree that they are not very good. However, rather than remove such puzzles, I would much prefer if they were simply altered so that they weren't as blatantly obvious. Like that fan puzzle I mentioned before, remove the Z mark on the floor and instead have a slightly cryptic riddle on a plaque elsewhere in the dungeon. Or have the monkeys you rescue stand in a square, with the first in the bottom left corner, the second in the bottom right, and so on. Or have vines hanging over the fans, with the longest vine over the last fan, the shortest over the first, etc. I don't know, I'm just brain-storming here, but the point is, there are ways to indicate solutions that are not just directly the answer. Altering the obvious puzzles so that they aren't quite so obvious anymore is the action I would suggest should be taken, not outright removal. I like it when a game challenges my intellect and I have to figure things out. It's why
Zelda features puzzles at all. I advocate making them a little harder, rather than getting rid of them.