The next Zelda
Ugh. Most of what you want taken from the game is what makes it great in the first place.
[QUOTE=Steerforth]Not a CLONE Mozart, just a sister in spirit.
Mario 64 is a game about solving puzzles with a perfect game engine. I think Link should only have 3 or 4 basic items (boomerang, bombs, bow, lantern), and than design tons of different puzzles around them.
[/QUOTE]
Are you kidding? No hookshot? The magnetic boots was a critical part of several areas of the game. The dual hookshot was perhaps one of the coolest items in the history of Zelda, but it was bettered even then by the spinner, used to awesome effect in one of the boss battles. What you are asking for here is simply a dumbing down of the game. No thanks.
[QUOTE=Steerforth]
Go where you want, when you want, at any time. Completely non-linear.
[/QUOTE]
We already have that game. It's called Oblivion. It's a darn good game too, but Zelda shouldn't copy it and Oblivion shouldn't copy Zelda.
[QUOTE=Steerforth]
Absolutely no cut scenes delving into the dull mythology of Hyrule. More humour, brighter colors, striking, whimsycal landscape.
[/QUOTE]
The cutscenes are hardly intrusive, nor are they dull. That's just your opinion. Zelda already has humor, bright colors, and a "striking whimsical landscape." It's odd that you think it doesn't already have that.
[QUOTE=Steerforth]
Get rid of Navi and give Link a pet dog, like Hondo.
[/QUOTE]
I fail to see how this matters one way or another, unless you are just that much into dogs?
[QUOTE=Steerforth]
Give us a true forest feeling for part of the game, the Lost Woods in LTtP is still the most atmospheric Zelda area.
[/QUOTE]
Statements like this make me wonder if you've played Twilight Princess past the opening tutorial. The Lost Woods is amazing in that game, and much of the Zelda universe has always been in a forest.
[QUOTE=Steerforth]
Limit the scope and size of the game, but make everything in the game react and interact with each other. Link could even hunt deer if he wanted to. More ghosts, several small castles, all ruled by small time knights. Draw on "The Once and Future King" for inspiration. Very random, but that is my next Zelda.
[/QUOTE]
Maybe you have a point with the length of the game. Hunting deer once again sounds like something out of Oblivion and Morrowind, although some hunting minigame isn't totally out of bounds.
I don't mean to sound so harsh, but it just sounds like you want to play a different game, Steerforth. I'm okay with the sandbox idea in other games, but I specifically play a game such as Zelda because it isn't Oblivion or Crackdown. Not that there isn't some elements of sandbox in Zelda games: in fact, I would argue that the Zelda game design was largely influential to the sandbox genre. But there is still a certain sense of "motion" that is lacking in an Oblivion type game. I love that game; but it is very weird that you are thrust, from the beginning of the game, into a "save the world" plot, yet you can just fiddle around for infinite amounts of time and there is no consequence.
I also think you are totally wrong in regards to items. I enjoy collection the various tools, and I do think the games largely succeed in using them in interesting ways. I'll put it this way to avoid spoilers: I can attest to the fact that you do, actually, use all of the items more than "one time."
But the facts are, Zelda is still extremely popular and a big seller in America, and that should be more than enough reason to keep making the games. Square-Enix doesn't stop making Dragon Warrior games just because it isn't big in the U.S. I sound like a purist here, but I think there are ways to move the series forward, but there is a reason why a particular game series is succesful. Trying to reinvent the wheel without remembering what made the games great in the first place is a recipe for disaster. Look at what happened to the Ultima series, for instance. Sonic also.
-Rob