Big thing they should take from Elden Ring is the legacy dungeons.
(which ironically I think have a good chance of being inspired by BotW’s Hyrule Castle).
Six to eight proper big old style dungeons with diverse themes, more puzzles than ER and bosses and minibosses would be excellent.
That and some NPC sidequests that progress throughout the game would be a big step forward.
I think maybe for a weapon change they might make incremental changes after a legacy dungeon is completed.
So like
At the start you’ve got one unbreakable weapon, the broken master sword, but it’s shit. Worst weapon in the game next to twigs
One dungeon complete you can get unbreakable set of iron weapons (or a lvl 1 Master Sword).
Next dungeon complete you can get unbreakable set of steel weapons (or a lvl 2 Master Sword).
Etc etc. Keeps the aim of trying to explore and upgrade weaponary, and try new things, but eventually rewarding players so there’s not the frustration of having everything break on you
And maybe have it so you can only have one unbreakable weapon at a time. If you want say an unbreakable steel spear you can’t have an unbreakable iron sword at the same time.
If BotW2 is like that, Nintendo gets ALL MY MONEY.
I really liked how you got 6 - 8 story dungeons of mini bosses and actual bosses, as well as the typical Dark Souls' dungeon design whilst exploring the vast world with new features, great mini dungeons of several designs in Elden Ring. Sure, many mini dungeons were more similar to each other but that ain't bad at all.
I mean, you even have to require key items to enter some mini dungeons, so you actually have to progress quite a bit through the world or the story to continue the actual progression. That's a good and creative gameplay element. The game basically tells you "No, you're not allowed to enter this place yet! What? You want to find out the key? Well, search for it then!" - what I mean you're sure restricted in exploring literally
everything in the world but the game doesn't hold your hands and carefully guides you like a toddler. You still have the freedom to explore other things, eventually you'll find the key items required to explore said areas or mini dungeons you really wanted to explore. Thus: The Elden Ring mini dungeons >>>>> BotW mini dungeons such as the shrines.
I have nothing against mini dungeons but 125 repetitive looking Sheikah shrines - sure, they had different puzzles but that's the least required thing to do - isn't good. Make it 50 mini dungeons but far more memorable, then it's great.
What I said above, it is also about the overworld as well. There are no hidden areas in BotW meanwhile you have the overworld and the underworld in Elden Ring. Especially in the underworld, you have to do special side quests to progress further throughout the underworld. This thing isn't there in BotW. You have the freedom to go in every visible mountain you see from afar but at what cost? Does it really give you true freedom and progression? I don't think so. But you can feel true freedom when you are required to put extreme hardwork in your exploration until you can finally go to the area you really wanted to go but couldn't before. Thus, it is a much better feeling at finally exploring this area after tons of hardwork instead of just going and climbing there.
Also, Nintendo has to take notes from Elden Ring ASAP! The more I explore Elden Ring's world, the more I am fascinated at the world building, gameplay design and everything else. You basically have a gigantic world with traditional Soulsborne features whilst introducing newer gameplay elements.
Nintendo can do the same. They don't need to throw all traditional things away. Make it a mixture. Make restrictions but it should go along with the key elements of BotW' freedom. And no, directly going to the final boss ain't freedom. That's a perfect demonstration of BotW lacking serious progression - which is the true issue. If people question how BotW gameplay design could go along with traditional Zelda games - look at Elden Ring. This game answers all answers and solves all concerns regarding this thing.
Design 8 huge actual traditional dungeons, with key items, mini bosses and bosses whilst mixing everything up with the things great about BotW and the more traditional games. Make more runes skills, like the ones in BotW, maybe linked to your magic tank, while bringing up more traditional items as well. Advance the climbing mechanism whilst polishing your combat skills. At least, from what we've seen from the patent stuff, they advanced their physics engine quite a bit which looked very amazing.
At last, they've developed this game for 5 years and there is one more year left. I doubt they developed for this long just for more extra features and a far bigger overworld, nobody wants to see a literal BotW 2.0 which feels like an extented DLC. BotW2 will even highly surpass BotW I feel. No, it
has to.
And maybe have it so you can only have one unbreakable weapon at a time. If you want say an unbreakable steel spear you can’t have an unbreakable iron sword at the same time.
That's actually a very good idea. Why not make a first and secondary weapon system in which you can equip two weapons but the first weapon choice is unbreakable while the second one has the usual durability issue. Nevertheless, a blacksmith is a must in this case, even if a weapon class is unbreakable (by choice).
I'm always the sword class type when it comes to Link.