If by "traditional 3D design" you mean item gating and designing entire dungeons around 1 item that doesn't get used anywhere else significant, then gee I sure hope it does. Kill that dead. I don't want that to come back. Link's Awakening Switch reminded me how much I've come to actively dislike that. Even when I encounter it in other games I like, like Ys, I frown and grumble. Let me go everywhere that I can see if I'm smart enough or skilled enough to do it. Blocking me off from something like a collectible in plain sight just because I haven't progressed far enough in the story is a huge pet peeve. It's more understandable if its like, an entire area, like progressing to unlock regions, but my point still stands. I'm a huge exploration junkie and that nonsense doesn't sit right with me.
Now if you're talking a more linear narrative, sure. I'm always down for that as long as it doesn't impede my exploring. Let me go to places before they're relevant and I'm happy. Only acceptable reasons to backtrack are 1. I went there early and need to return for something new 2. I missed something the first time 3. I feel like it. Having to backtrack to grab a heart piece that has been sitting in plain sight on a cliff for 60% of the game because it wasn't accessible without a specific item is a big no-no. BotW did a fantastic job of making that sort of thing virtually non-existent.
Traditional dungeons are more than welcome to return if they are more akin to SS and are nothing like the "one item and done" routine of TP. I wanna be using multiple items in the same dungeon for various reasons. SS did a great job at this. I want items to stay relevant the entire game, no matter when you got them. I loved BotW's runes and shrines and Divine Beasts for these reasons.
I definitely think the series can benefit from blending BotW's open aspects with bigger and more linear storylines, as some others have said. I just don't wanna have to sit behind a pointless item gate for something that's only gonna sit in my inventory again.
Now if you're talking a more linear narrative, sure. I'm always down for that as long as it doesn't impede my exploring. Let me go to places before they're relevant and I'm happy. Only acceptable reasons to backtrack are 1. I went there early and need to return for something new 2. I missed something the first time 3. I feel like it. Having to backtrack to grab a heart piece that has been sitting in plain sight on a cliff for 60% of the game because it wasn't accessible without a specific item is a big no-no. BotW did a fantastic job of making that sort of thing virtually non-existent.
Traditional dungeons are more than welcome to return if they are more akin to SS and are nothing like the "one item and done" routine of TP. I wanna be using multiple items in the same dungeon for various reasons. SS did a great job at this. I want items to stay relevant the entire game, no matter when you got them. I loved BotW's runes and shrines and Divine Beasts for these reasons.
I definitely think the series can benefit from blending BotW's open aspects with bigger and more linear storylines, as some others have said. I just don't wanna have to sit behind a pointless item gate for something that's only gonna sit in my inventory again.