At what point did we conflate dungeon difficulty with multiple item requirements?
I don't see it. ALBW had some great freaking dungeons and puzzles and you still only made use of two things -- the duengeon's "theme" item and the wall-flatten mechanic. Dare I say, ALBW had some of the best (and most consistent) dungeon design in the whole series.
Multiple-item puzzle solving is something fans have made up as they imagine it to be more complex, challenging and fun (or something). Truly, a dungeon can be challenging without you having to go through your entire inventory of tools. I'd much rather them focus on dungeon design for the sake of challenge than dungeon design for the sake of needles complexity.
As strange as it sounds, I think the next Zelda can learn a lot from Skyward Sword in terms of the puzzles. SS had this whole "zone puzzle" situation where you gained and item and used it to solve puzzles outside of dungeons. Adopting a similar style for a large open world is an exciting and fun prospect. I'd imagine Aonuma is thinking more of an "open" style though, where you can access portions of the world (and by extension, dungeons) by utilizing different types of items that you get at different times on your quest. Surely, you wouldn't need specific item X to progress, but maybe it would be easier to solve the puzzles with it that way.
I have faith in Aonuma, he knows what he's doing with the series. As weird as it sounds, I'd like a combination of SS and ALBW's puzzle solving style, as I really think that could fit well with the "open world" setting.
I don't see it. ALBW had some great freaking dungeons and puzzles and you still only made use of two things -- the duengeon's "theme" item and the wall-flatten mechanic. Dare I say, ALBW had some of the best (and most consistent) dungeon design in the whole series.
Multiple-item puzzle solving is something fans have made up as they imagine it to be more complex, challenging and fun (or something). Truly, a dungeon can be challenging without you having to go through your entire inventory of tools. I'd much rather them focus on dungeon design for the sake of challenge than dungeon design for the sake of needles complexity.
As strange as it sounds, I think the next Zelda can learn a lot from Skyward Sword in terms of the puzzles. SS had this whole "zone puzzle" situation where you gained and item and used it to solve puzzles outside of dungeons. Adopting a similar style for a large open world is an exciting and fun prospect. I'd imagine Aonuma is thinking more of an "open" style though, where you can access portions of the world (and by extension, dungeons) by utilizing different types of items that you get at different times on your quest. Surely, you wouldn't need specific item X to progress, but maybe it would be easier to solve the puzzles with it that way.
I have faith in Aonuma, he knows what he's doing with the series. As weird as it sounds, I'd like a combination of SS and ALBW's puzzle solving style, as I really think that could fit well with the "open world" setting.