7. Optional Dungeons And Secret Areas
NintendoAs in the last point, the best thing that Zelda Wii U could offer players is a story that isnt chained to a central timeline and this can extend to the dungeons in the game as well. Bouncing off of more developed side quests, why not have optional raid dungeons that one must complete in order to finish that particular task and get the designated reward? Villains could attack a town and you have to painstakingly make your way through their lair to save the village. Or, completing a dungeon in order to get a certain perk, item, or weapon that isnt necessary right away, but will be helpful later on in some way would be a great method to integrate this into the game. If not dungeons proper, then some secret locations that have similar purposes to explore would heighten the immersion; and there are few fantasy worlds in gaming as experientially rich and beautiful as Hyrule, so to give players more to interact with places that tie into the history of the land and perhaps the main story arc that dont amount to just a handful of Rupees would hardly be unwelcome. Overall, areas like these that are as detailed, interesting, and atmospheric as the main dungeons allow for a feeling of further exploration. While an exploratory overworld is gratifying, the true meat of Zelda games comes in the form of dungeons; so to allow for choice and variety in these enhances the feeling of freedom from a linear narrative that would make an open-world Zelda game the ultimate experience.