To use an example, take Devil May Cry. Swords, realistic looking, and jumping that's on par with or even more extreme than Mario. Fighting there is less 'block, dodge, thrust, slash' and more 'backflip, jump, land on enemy with sword, roll to the side, jump, jump, land on enemy, uppercut slash, jump.' You're bouncing all over the place and fighting feels less realistic. It's very fluid and very fast paced... but you know it isn't possible to do any of that. Zelda manages to immerse you more because of the realism, I think. I'd fear that Zelda would go the way of Devil May Cry, God of War, and all the rest of those if Mario-ish jumping got involved.
I can see where you're coming from, but I disagree.

I don't think games like Zelda should be grounded by realism - I want it to be a world where anything's possible. Like the leaf that allowed you to glide in Wind Waker - totally unrealistic, but it was fun to use and wasn't any more out of place than other items like the sword or binoculars. But I do agree that manual jumping should be more for puzzles, platforming, and interaction with objects. One item could be a steel hat (imbued with magical powers) that you could equip Link with, allowing you to Z Target enemies above your head and jump up at them. It could even be used to activate buttons on the roof. Without the hat, you could jump up at tree branches and shuffle along them.
Another good thing is it could allow them to design dungeons that are less angular (blocky, I mean), and more rounded.
This is why I'm also more for the cel shaded style than the realistic - it tears the designers away from the 'keep it grounded in realism' thing. Sort of allows them greater expression, I think.
Jumping should not be implemented with the Roc's Feather in 3D Zelda games simply because it would undermine most of the obstacles and puzzle elements in various dungeons.
They could always make it so as the Roc's Feather was only available to use in certain rooms. It could either glow when you enter a room you can use it in, or it could be something that will become worn and ragged over a limited time.
And I totally agree with you, Hylian Diety. Each game feels as if it's trying to follow guidelines set down by previous games too much. Maybe they need to forget Zelda completely, and design an adventure/puzzle game with a unique twist, and then apply Zelda characters, items and style when the projects been going for a while.
It would be interesting to make a wishlist for what we'd like to see in the next Zelda game. Personally, I'd like to see a game that's not so dungeon-oriented. The first time I played through TP, and I got to the City in the Sky, I was a bit let down that the whole thing was just a dungeon. Now, I enjoyed that dungeon, but would it hurt them to add a little civilization to the games? Why not have tiny villages scattered about Hyrule field? Additional equipment and a few magic spells would be really nice, too.
The point you make about dungeons is great. I'd like it if dungeons felt less like dungeons, and more 'connected' to the game's overworld. Like Shadow of the Colossus. It wasn't so obvious when you were in a dungeon - instead, puzzles were hidden in fragments of the overworld, in old stone ruins. I'd like something like that, except with a LOT more puzzles in the overworld, and very interesting designs for the areas that hold puzzles.
But there'd have to be a few full-fledged dungeon areas.

Maybe four. Just as long as they fill the overworld with puzzles that blur the lines between dungeon and hub I'll be happy.
Edited by Eblel, 13 December 2007 - 10:14 PM.