Yes. Yes it does. /end thread
So where to start? How about at the core. For every Zelda game that came out after LTTP, the same formula has been applied. Link must travel to many different dungeons (water, fire, etc), gain an item, then use that item throughout the level and then eventually kill the boss with said item. It is because of this redundancy that Zelda hasn't felt fresh in a long time. The games themselves are beautifully crafted, but there are hardly any surprises. What I propose is that Zelda stray away from the "collect 8 pieces of the artifact" to something more sincere, something more worthy, something more random.
It is because we know the formula so well that it doesn't matter how interesting these new dungeons are, they all feel the same. It feels like a different version of the same game. Lately, Zelda games have put more and more emphasis on side quests, quests between the quest. IMO, this is where the adventure portion of the game comes in. This is where random comes in. And generally, all the quests have been great. This is the reason why MM is my favorite Zelda. But still, sooner or later, no matter how much you delay, you still have to go to a dungeon in order to progress through the game.
Now I applaud Miyamoto for his courage. He knows that Zelda has become too redundant and that's why he said TP will be the last of its kind. And I really think he's thinking what I'm thinking (well maybe not exactly). He's thinking that adventure isn't ordained. You don't tell someone where to go and what to do and call it an adventure. That's similar to telling someone to go to the store and buy some juice. That's an errand. An adventure is the unknown. An adventure is possibilities. And in order for Zelda to have the unknown, it needs to be changed from the ground up.
Now imagine starting the game and finding yourself abandoned out in the middle of the woods. It's dark and your hurt, but what is that? You hear something and it sounds like singing. As you draw nearer, the singing gets louder. Louder and louder still, until you see it. It's a cave; a Great Fairy spring in all it's glory. You have no items, no sense of direction, and no memory to speak of; she gladly takes pity on you and heals your wounds. But her kindness comes with a price. She entrusts you with something, something very precious. A creature; it looks like a mole but it's so tiny and furry, and it looks like it's hurt. But wait, what is this? It's faintly glowing, but it seems to be getting weaker. The Fairy tells you that she cannot heal this creature here, and that you must take it to whence it came. Conveniently, she has no idea where it came from, but knows that it cannot be allowed to die. So you are turned away, helpless. You exit the cave, riddled with questions. Then BAM! Goblins and there's a lot of them. You don't have anything to defend yourself with and they're getting closer! Closer and closer they come with their incessant laughter and disgusting slobber. Backed up against the wall, it looks like your done for. But just as they are about to come down on you, the creature sneezes and the land around you suddenly pops out into a hill, sending those goons flying. Then you realize....WTF is this thing? It sneezes once more and a path is formed. It's trying to lead you somewhere. So you follow.
You find that the path leads to a mountain. It's treacherous, but you still manage to follow the path and climb its summit. There you notice the creature is looking a lot brighter and healthier. It sneezes again and creates a giant hole deep into the mountain. You fall for what seems like forever. And screaming your longs out, you finally black out. When you come to, you see the creature running around joyfully. This is the creature's home and you brought him back safely. It notices you are awake and scurries over. What? What's it saying? It looks like it wants to reward you. It starts doing this hilarious little dance; back and forth and back and forth. You don't understand it until you see it turn into pure light. Like electricity, a bolt of energy strikes you and starts pouring power into you, but somethings wrong. There is so much pain. With light coming out of your eyes, ears and mouth, you scream in agony. And then, it's over. On all fours, you catch your breath and even spew out a mouthful of blood. You look around for the creature and find him lying on his side, with his glow slowly pulsating fainter and fainter until nothing.
The mountain starts to crumble all around you. Your going to die unless you figure something out. But the only way out is the way you came in. That's when the game prompts you to stand where the light shines in and tells you how to use your new found power. So you execute the move and a hill forms up under you launching you higher and higher. Your not going to make it. The hole is getting smaller and smaller. Your never going to make. That's when the game prompts you to use another one of your abilities and force the hole open. In a tremendous blast, the top of the mountain is turned into specks of dust. You've set yourself free but only to land in comical fashion right on your face and pass out.
You wake up to a beautiful girl tending to your needs. Shes was worried you'd never awaken. She tells you her name and asks yours (game prompt).....
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I'm sorry that was so long, but I felt it necessary (and kinda fun). But you can see the setup of this game and how it can be much different than in the past. There could be many of those special creatures with many different powers. They could be huge beasts while others tiny little bugs. There doesn't have to be a predetermined limit. But best of all, they don't have to be locked away in some Temple either. Also, the powers they grant you can make for some interesting puzzles.
The way you find these creatures could be by listening to crazy town folk talk about "legends" and taking the hints and setting out to look for them. And you can even be given a choice, to capture them by using their weakness and doing them harm, or by helping them.
These creatures can also have personalities themselves. For instance, you find a giant dragon perched atop a cliff. She warns you that she has done away with the others that tried to capture her, and if you don't leave now, she will kill you. You end up fighting her but during the struggle she runs the risk of dieing, so you save her life. In gratitude, she grants you the power to tame her young (giving you the ability to fly!).
The story could allow for many unique possibilities. Such as Ganondorf is searching high and low for these creatures (the one you helped barely escaped his grasp) and he will stop at nothing to find them; not after he knows their true power. The more he captures and the more powerful he becomes, but something noticeable starts to happen. The world becomes more dull, the animals more angry and the sky more dark. But the same thing happens as you find creatures and use there power. Your a detriment to the world, just like Ganon. The further you advance, the more you step on each others toes. And as you both obtain more and more power, the laws of the world finally become unhinged when you face each other; providing an epic setting for a climax.
That is just a simple idea. The point I am trying to make is that Zelda will receive a great push in the right direction with the Wiimote and Motion+, but to truly feel completely new, it'll need to shed its now archaic structure and employ something more flexible, something more random. The problem with Temples and Dungeons is that you know where they are and you know generally the challenges you face. With a system similar to mine, you have no idea where to go and have no idea what you will face; and that is what exploration is all about. The unknown.
Thanks for reading!