expect that people have been asking for going back to non-linear gameplay in Zelda, no one is asking to go back to slavery(except for you know who).
A vocal minority located in the south wants slavery. A vocal minority on the internet wants non-linearity.
Alttp wasn't disorganised even though there was flexibility in dungeon choice.
aLttP was very disorganized. Although I'll admit that wasn't entirely due to non-linearity...there was also the fact that the line between main quest and sidequest was difficult to see.
No, enforcing a linear order takes more effort,
Ooh you're right...let me rephrase that...
Non-linearity is harder to pull off if you want to do it well. But if you want to halfass it like LoZ and aLttP, then yeah, it's much easier to pull off.
because you want every dungeon item to be usefull for every future item,
...What?
Nintendo clearly didn't want to make every item useful for every dungeon do why even bother with a strict order?
Forcing themselves to use every item in every dungeon is just as bad as restricting them to only use the dungeon's item. The developer should never be restricted. If they want to use this dungeon's item in another dungeon, then they should be able to do so...but that doesn't mean this item has to be used in every dungeon even if the developer has to force a halfassed puzzle into it.
No, making the games linear is what's halfassed about it,
A minute ago you were just claiming it took more effort.
none of the second half dungeons of TP and WW use items items from the other dungeons,
Earth Temple: Bow, boomerang, skull hammer, and grappling hook. Every previous dungeon item was used here and then some. What are you talking about?
Wind Temple: Grappling hook, boomerang, bow. No skull hammer or mirror shield. 3/5 still isn't bad.
Snowpeak: Well you have a point here...only the clawshots are used. Wasn't a very puzzle oriented dungeon to begin with though.
Temple of Time: Bow, Clawshot, Spinner. No Ball and Chain...which isn't a puzzle based item after all.
City in the Sky: Boomerang, Bow, Clawshot, Spinner. Getting there required spamming the hell out of the dominion rod. No Ball and Chain of course...although I'd strongly recommend it...not count boots or anything either since those are dungeon items.
to be this is proof that the developers have strugled to enforce a linear order but couldn't so they enforced by the cheapest way possible, by plot.
...Uhhh...why shouldn't the plot control linear order?
Point being, if you want to have a strict order of dungeons, make every item useful,
Again, this is just as bad as restricting them with one item. They could very well make ALL the items useful if they wanted...but this would require halfassing the puzzles JUST to include an item. The developers should have a little restrictions as possible. When they get too restricted, we get a crappy game. The option to use items should be there for them. In an ideal situation, they could use all the items in every dungeon...but I admit, this would cause its own problems, so we take what we can get.