The one thing in #TearsOfTheKingdom that is, actually, #EldenRing inspired is:
those fucking linear quests that you can't advance unless you psychically know where the random NPC with dialog flag you missed is.
I had to literally criss cross the map FOUR TIMES before I could get rolling on the fairy fountains, because all of that is dead ended behind this one incidental encounter that I never even had because I didn't take the road the designers expected, or go to the zone they wished I would first.
That kind of quest chain design really doesn't need to be in open world games. It can fuckin die. It's awful.
It isn't a problem with short quests, because like Zelda did here, you build each dead point in the quest with a dialog prompt hinting where you need to go first.
Except.
They wanted epic long quest chains, that interconnect, like Elden Ring.
Oops.