- No "field" hub that serves as a crossing between multiple areas (i.e. OoT/TP's Hyrule Field, TWW's Great Sea). I'd like all areas, both in the field and in dungeons, to be full of content. Luckily Nintendo seems to be affirming this approach by saying they're going for "density" vs. TP's "size over substance" approach.
- Please don't overuse "motion puzzles" like the eyeball door from the E3 demo. I don't want simple "move the controller a certain way" puzzles to be a substitute for "core challenge" that tests my skills with my sword or other items.
- I realize the SS spirit is probably going to be a "sidekick" of sorts, but please don't have her give us clues for how to solve basic puzzles (and especially not the harder ones). If there's going to be a "help" function, it should be optional.
- Don't drive the gameplay with cutscenes. Or, in other words, don't spoonfeed me what I'm supposed to do next during cutscenes. Focus on player-driven investigation to reveal where I need to go next, through talking to characters and exploring on my own.
- No false main villain with the real main villain using him as a puppet. God, I'm sick of this plot line. You can introduce multiple villains working with or even against each other, but none of this nonsense. I found it especially annoying that in FSA/TP you "found out" about Ganon without actually running into him, and never met him until the end of the game.
- No horseback. First of all, if the gameplay's more dense and Link can "dash," why would he need one? Second of all, there wasn't anything particularly interesting about the horse in any of the games it's been in from a gameplay perspective. Sure, it "makes sense" and is "cool" in an epic adventure but just because it makes sense in the setting doesn't make it a good gameplay idea. Horseback combat in TP was WAY overhyped considering how little it was used.
- Don't give us too many recovery hearts. If you're going to give us a "potions on the move" system, give us a reason to use it. I'm loving the damage ratios offered by SS but the demo giving us 4 potions + a ton of recovery hearts worries me a bit. (At least consider a difficulty option that impacts how often ammo/recovery items spawn or something.)
- No Forest, Fire, Water triumvirate, unless the dungeon design (both visually and in terms of layout and gameplay) is so freaking novel that I'll barely be able to tell.
- Don't waste my time with lame "story events" that give me the tunic, sword, and shield. I don't want to have to do a tutorial just to get my basic equipment.
- I would say get rid of marks on the map that tell you where to go (unless you opt for them), but it looks like they were in the demo, so I'll settle for not having a totally linear path. Or at least, once I get certain items let me proceed to different places; don't just lock different areas so I can't proceed until I clear such and such dungeon.