>>28697
>Longer levels with less checkpoints.
>No checkpoint in front of the boss room.
Now this is something I wish I'd see more of, more devs incorporating the level and run-up itself into the factor of things instead of it degenerating into boss fight spectacle. Only game I've seen do something close recently is the newer Lords of the Fallen, but it gives you some items if you want to place checkpoints yourself. The game is very much beatable without them though and the boss difficulty is adjusted to compensate for that.
<No fast travel
This, I disagree with. I prefer limited fast travel, especially in more action-adventure games than action games. Make it a resource to manage or something incorporated directly into the level design and world lore, like Hollow Knight's tram system or the limited fast travel the N64 Zelda games have.
I'm neutral on your other points. It all depends on the combat design and player toolkit if such a thing works or not.
>>28691
>Never blame studios for other people copying them.
Big mental blind spot of mine. I get the point though. Many times I've gotten mad at the Slay the Spire devs for causing the plague of Rougelike Deckbuilders but I need to remember it's not their fault. Still bugs me to see good concept after good concept wasted on that dreary genre, especially when it could've been used for a good card game RPG or other card game, or have been better being literally anything else.
>>28693
I feel like From course corrected somewhat with Elden Ring, at least. I know a lot of anons don't like the open world stuff but it does what Breath of the Wild's concept should've been a fair bit better and corrects a lot of the retarded balance decisions of DS3 and bloodborne on the character building and gearing front, making a lot of things like pure casters, poisetankers/traders, and shield builds, even faith casters, viable or even powerful again. Also moved a lot of the power scaling back to gearing and your tools at your disposal instead of the fight knowledge side. There's some retarded bosses in there like Malenia, Maliketh, Elden Beast, and the DLC final boss but most are good to great. I also feel like I'm the only guy who likes Scadutree fragments as a system, gives you a real sense of growing power and a reason to get out and look around, kind of like pieces of heart/heart containers in Zelda games. Just like those there's enough on the main path to not struggle too badly either, until that shitfest of a final boss hits at least.
Then again you have from fanboys, "influencers", and "analysts" pissing and shitting about casters being unfair for invalidating boss designs and saying anyone who used spirit ashes didn't beat the game, so I don't know what notes From is going to take from ER and its DLC.
Nightreign also shows a lot of potential with things like Recluse's spellcrafting system and Guardian's power guard and defensive playstyle with damage reflection.