Breath of the Wild was great because it took Zelda's too restrictive training wheels that seemed to get lodged harder and harder from game to game away. That openness, pardon the pun, was a breath of fresh air. The issue though, is that in that space, there's not a lot of memorable things to do or see. There's landmarks, but most of them are the "climb up here" sort of thing. Shrines are scattershot and all over the place, repeating light concepts over and over again.
Elden Ring, by contrast, offers an open world with a more handcrafted design. Areas that are empty at a distance likely have something interesting there with a unique drop or a boss that will drop from the sky. Dungeons are littered all over the place and while they too repeat concepts, there's far more variety in what they do and what they represent. They even try to justify the repeats with lore context, something Breath of the Wild never even tried. The main dungeons are a flex to dungeon design in other games.
The correct answer is Elden Ring, for it avoids a lot of the pitfalls of open world games where they feel open, yet barren. Lots of room but little to do in a memorable way. Elden Ring really tries to avoid that same problem, and I'm genuinely surprised that it succeeds at it more times than not. A new standard for what open world games need to incorporate in terms of spicing up the game map.