Verticality, Interaction, optional solutions, no loading times, cross-room puzzles/out of box thinking, no padding (braindead enemies like in other Zelda dungeons or slow puzzles).
The hate the four beasts in BotW is literally a proof for me most "hardcore gamers" actually have no clue about game design.
Those dungeons were absolutely amazing. And the main reason they are so short compared to old Zelda dungeons is because they don't insult your intellect. There are actually optional ways to beat them, you can rush and skip things, barely any mini cutscenes or loading times, no gaes every meter, no pushing cubes, no carrying things around for minutes.
>>380446117
They were still too small and lacked any sort of distinct theme.
The core puzzles and traversal were pretty solid though, have to agree.
Agreed. Plebs can't appreciate great level design.
>>380446117
a lot of them had skippable shit if you had the slightest inkling of how to abuse the platforming
I'll stick to the regular dungeon blueprint thanks, it worked better
>design 4 great dungeons, some of the best from any zelda game
>make the entire rest of the world into an empty field
I will never not be mad.