I think the elements you've highlighted are but a few of the aspects that have undoubtedly been considered, how could they not have been during a 5 year long development, but have eventually been cut. Most of these aspects are crucial to many player immersion within the game. For me it's the complete lack of choice allowed to you within each storyline and the resulting consequences from them. From the smallest misc task to the overarching story there seems to be only one route to follow. This leaves the experience so far feeling hollow and one dimensional. There is no actual development of the character or role that you play. Your stance on everything is depicted by who your working for at any one point. The only way you can show opposition is to not do what they ask.. you can't report the identities and plans of the Thieves Guild to the local Jarl for example.
Most of the tasks go like this: I'll go and fetch the guys sword from the scary cave. And give it to him. I'd leave it at that and be walking away from him too if he didn't say, 'here's a mediocre potion for your troubles', because there was no negotiation at the start. I just went of and did it like a good little elf.
It should read: I'd get the sword for a sum of money i'd haggled him up to. I'd bring the sword back hand it over no questions asked and receive my reward. However i'd then follow him into the alley, slit his throat, steal the sword and pawn it for a choice leg of roast goat.. however i haven't considered his loving brother who happens to be in the town watch, happens to take offence at his little brothers murder and vows to hunt me down.. probably turning up when i've got my face buried in some bush collecting Makemebetteratswords berries.
Wish i had it on PC so i could lap up the talents of the modders out there.
Having said all that though, i do love this game =D
I know what your talking about and I do get it. I think the absence of this type of gameplay is intentional and to some degree technical, strictly speaking there has never been a game like you describe.. ever. the reason is that from a development perspective creating all that intereaction for one quest would take as long as creating 10 linear quests and at the end of the day players are only going to take 1 of the 6 possible paths so the result is 5 paths (scripts, intereactions.. coding, art etc..) that will be ignored. While it serves replayability, the complexity of stuff like that is really hard to implement and often results in more bugs than content.
There have been games however in the past that allowed more flexibility and interaction than Skyrim. Fallout series for example (pre fallout 3), Baulders Gate series to a point. Neverwinter Nights, in particular player created modules. The industry however has changed, and you might say for the better depending on your perspective. Effectively the industry is getting away from "pencil and paper RPGS" in computer form and more into "Interactive Novels" The reason is simple, you can focus the player, treat him to a visual feast, a great (albeit linear story) and push the envelope of presentation and mechanics. It works better and Skyrim is kind of the amplification of that process. We are going to start seeing it more and more in MMORPGs as well, because while people always talk about loving open game worlds, freedom.. aka do what I want. There are no MMOs out there that are successful to any noteabe degree that do this. Hell Eve Online is probobly the most successful example ever of a game like that and it hit 350,000 users after like 8 years? While World of Warcraft (the walk you through the thempark game) is toting 12 million ?
The basic thing is that players I think are starting to realize that gaming isn't some challenge posed to us, its not some kind of re-creation of past glories of their childhood in PC form, nore is it a request on demand system. Its entertainment and appriciation of the art form. Like going to the movies, you install Elder Scrolls and turn yourself over it to for a while and enjoy the developers work. If you approach Skyrim with this mentality, its a delightful sensation. If you focus on game mechanics, the balance of this vs. that, the gltichy interface or some imaginary wish list of features you think should be in the perfect game .. well you will always be disapointed.
Sit back, enjoy the ride. Think of it like reading a book where you get to play a small role in the descesion making and instead of imaging it you get it handed to you on a splended platter of advanced graphics. Its fun if you let it be, but its not fun if you are trying to find in it what you think should be in it.