I think this might be a good time to plug my Zelda idea for the umpteenth time.
1.) No order of dungeons.
2.) Have the story be pieced together from different dungeons and towns instead of having it spoon-fed and shoved down your throat.
3.) Various items in different dungeons that help you beat the other dungeons.
4.) No direct advice from extremely obvious characters. In other words, you go to a town and get some small bits of information from various town members about the location of a temple.
Pretty much, I would love for the formula to be very similar to the original Legend of Zelda. You just enter the world, and have no idea where to go. You explore for a while, and stumble upon Dungeon 1. You fight your way through, defeat the boss, and get your items. After exploring some more, you come across Dungeon 4, but get stuck halfway through as your current items cannot get you through the dungeon. Oh well, time to go find another dungeon.
As for bosses, I would love for the bosses to not have a giant “HIT HERE” attached to them. It makes the boss fights extremely repetitive, and extremely easy. You try to find the pattern or weak spot (which is usually glowing for some reason), and you strike it with .. OH HEY! .. your brand new item that you found 3 rooms back. How wonderful that it works so brilliantly against this boss. Why Ganon would design a dungeon the boss and its weakness in the same place is beyond me. It’s just stupid.
Have the bosses adapt to your playing style. If you notice that you can debilitate the boss by attack its legs, have the boss start to block low and force you to find another weak spot. If arrows are doing the trick, have the boss attack extremely closely to force you to use melee weapons. If you’re destroying a boss at close range, have it be evasive and attack from far away, forcing you to use long-range weapons. The only thing that I have seen the Zelda series come remotely close to this is having the boss “switch forms” with a cutscene .. just to give you a warning that you need to switch tactics.
Basically, I want the games to be deep and to have many, many hours involved. I don’t want to have my hand held as I walk from place to place, just going with the story like I’m caught in a tidal wave. I want to explore. I want to know nothing, and end up figuring out the entire game by myself. I don’t want bosses to expose weaknesses, I want to outclass them. I don’t want new items to break the temple that I’m currently in. I want to walk in to a dungeon unprepared .. get my ass kicked .. get stuck at a part that requires a specific item, and get the hell out like an unwelcome stranger .. only to come back many hours later with a chip on my shoulder and a purpose.
That’s just how I want a Zelda game to be.