this post was submitted on 19 Dec 2023
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Plus calling it a linear-vs-openworld is a bit weird considering that neither were old Zelda games fully linear, nor are the two newest games fully open. In a lot of ways, the newer games just removed the walls that previously blocked your sight of other parts of the world. You can see what is there, and in a lot of ways you can go there, but plenty parts are also indirectly locked off due to needing specific armor or quests. Just like in older games you could wander around but might eventually hit walls requiring items.
Id say that wall is a pretty soft wall though. And to Arlos point, the building mechanic allows you to cheese through a lot of it.
If Arlo wanted people to be less salty about his video, he should have not made that dumb thumbnail. I get its for the clicks and the youtube alg. Hes not even saying either one is better than the other in the video. If anything hes saying the Zelda team should find a balance.
SS was primarily linear and Breath/Tear was were primary open ended. Finding a middle ground is definitely doable and that's all that Arlo is saying.
Another thing I'm not seeing people mention is that the world in previous zeldas were a puzzle in and of themselves. You had dungeons, but you also had towns and the overworld puzzles that gave you better items or access to new areas. The new zelda games only have the shrines (which are usually small one room puzzles).