The above dialog kinda reminds me of the MGS series, since what I’d consider the most playable game in that series in terms of player agency is also the open world one. Many would argue it’s the worst, because of that, and they’d certainly have a point if the tightly crafted design is what is most valued. For me, I welcomed the change in landscape, added freedom of approach, etc. because we’ve had a half dozen games already that weren’t that. Did I enjoy the old games? Bet your ass I did. But it’s been tougher to go back to them. Part of that is because the gameplay iterations have made them more playable, IMO. Yeah, I’m gonna say besides Sekiro, Elden Ring has the best feeling mechanics, with the benefit of also being more varied.
MGS4 could arguably be more technically keen on combat mechanics, but hoo boy are the plethora of toys in V fun to flex in more open environments and enemy setups, with easily repeatable missions structure to try different tactics. With Elden Ring it’s kinda the same thing. To me it’s primarily a character building game (the lore hunting, environments, bosses, etc. a bonus), more-so than the others before it. Once you know where stuff is, the map design facilitates getting a killer start on any build type within a couple hours.
Now with Shadow of the Erdtree, I’ve read that one of Miyazaki’s intents was to make the map design more granular, with better use of space and better blending between the open field and “dungeon” fare. It may be big, but might also be a better compromise of the old and new since a lot of people missed that Lordran feel. If they can pull that off in larger environments then I’m all for it.