What makes a good non-dungeon story sequence, in your opinion?

In Zelda, the thing that makes story sequences good is whether or not they also have involving gameplay. Going through a story sequence doing nothing but pressing A and walking back and forth is boring(in an action-adventure game), especially on a replay, but going through a story sequence that actually involves your actions is usually great if you ask me. Majora's Mask's quests were often 50/50 story and gameplay. Wind Waker used story to add meaningful gameplay to the world (like having to steal bombs or sneak into the Forsaken Fortress).

BotW barely does any of this, and when it's done the story basically boils down to a character telling Link "you need to do this" and nothing deeper.

On the opposite hand, SS's and TP's intros essentially have you walking back and forth for around a hour just pressing A and listening to people talk. I hope that one day Zelda finds balance again, but it seems the heads behind it can't comprehend that complaints about a game being "too linear" doesn't mean the next game has to be 100% non-linear, or that - in the opposite way - the next game has to focus on story at every single point because BotW's was too light.

Balance is always a huge factor in what makes something good, and doing only one thing in one way for an extended period of time will always get boring.

/r/truezelda Thread