Anti-metroidvania metroidvania?

I just had a very stupid thought, what if there was a metroidvania That was not a metroidvania?

So let me explain, Big open world map, lots of orthogonal items and abilities to collect, lots of areas and enemies. But no locks And multiple ways tickets at the same locations.

Am I crazy, or does it seem like spoon feeding areas is unnecessary?

Like I guess if you want a story locks makes it easier.

Or maybe if you want to not overwhelm the player.

But nes Zelda threw players into a vast open world and it was a smash hit.

So why not do the same with a Metroidvania?

The original Zelda has plenty of locks, and I don’t just mean the literal ones in the dungeons. You can’t access Dungeon 4 without the raft, you can’t reach Dungeon 7 without the flute, you can’t beat Ganon without the silver arrows, you can’t beat the game without getting the meat.

Locks aren’t about story or spoon feeding, they’re about setting the pace and rhythm to a game. Also, the original Legend of Zelda came out in 1986.

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I mean did you play the newest two Zelda games?

You can go face Ganon as early as you like. Though you probably will die a lot, it’s entirely possible.

Far as I remember there was very little gating. Really it was just the tutorial sections at the start before you get let loose on the world.

But those games had some of the best minds in the industry working on it, and it could’ve very easily could’ve not worked out for them.

Funnily this one is one of those comments that make me feel younger.

When done well, key conditions in the game progress aren’t spoonfeeding but rather enhance the experience by giving a feeling of acomplishment.