In this [AFP video](youtu.be/S8QmRxuM0…], Eiji Aonuma talks about what the Ocarina remake means to him:

For the series' 40th anniversary, we thought about what would be most valuable, both for the developers and for the players. In Breath of the Wild and Tears of the Kingdom, you’re free to do what you want, you’re not just following a story, you move around freely and carry the game forward toward its final goal.

With this new approach, we have redefined what had been the standard in Zelda up to that point.

Ocarina is a game that, in a way, established a standard. At the time, that game wos above all about steadily following the twists and turns of the story, ultimately reaching your goal and defeating the final boss to bring the game to a close. It was a dynamic experience where you gradually drew closer to that goal.

It’s not a matter of saying that one approach or the other is better, but I’ve always held on to the idea that this too is Zelda. So I hope that those who know the recent Zeldas will take a look at this Ocarina remake and, by playing it, understand how the series has evolved from these foundations.

I even think it will help spur the series on toward further new developments in the future. From the developers' own point of view, I feel this is very significant, and that’s part of the reason we created this remake.

I really liked this portion, which I think says a lot about the creative process across any field:

Once a game is finished, you always find yourself thinking you wish you’d done things differently, that you wish you’ve done them another way.

And so the only solution is to try to fix all that in the next game, … This approach is in a way the driving force behind the creation of Zelda. We never stopped turning our regrets into ideas for the next game.

So I don’t really have any major regrets but thoughts like “I wish I’d done this” or “I wish I’d done that” are constantly on my mind.