Earlier quoted context omitted.
They require different design skillsets or experiences. Elden Ring and Zelda are designed to be more non-linear and they work, but have completely different strengths and focuses vs. a linear approach. More based on creating an engrossing world and mechanics that allow you to play most sections out of order and create your own adventure vs. the control you have over story nuances when you make a linear title (e.g. Ha…
I feel elden ring really failed on the non linear aspect to be honest. It was frustratingly open ended up front, and then very linear at the end. I started the game, went to margit, found him too difficult, and then, with no particular alternatives, pretty much explored the entire map aimlessly, wishing for a clear direction on level appropriate content. It was hard to find the next thing to do. I didn’t want to skip…
Playing through Elden Ring made it clear to me how impressive Breath of the Wild was in retrospect. Even without any meaningful awards (or because of?) the exploration in BotW is just so much more memorable and dynamic.