Yes, another one of these but I'm not a Morrowwind really devoted fan like many on here, mostly because I never played it. I have played Oblivion a lot and while it was fun it had... problems. I generally think Skyrim is better than Oblivion but I really don't think it's all it could have, or should have, been. My problems with Skyrim are more problems I have with modern games in general. I've been gaming for 25 years, I literally grew up with video games (I'm 28) and I've watched some changes take place in games in general that I doubt many newer gamers even know happened. So enough about me, time to talk about my "problems" with Skyrim.
The (Dis)Connected World: It feels like the province of Skyrim is very disconnected. Having guards spout random one-liners in Whiterun because you did something in Riften is great, but it's not enough. Each of the holds feels entirely disconnected from the rest. Nothing you do in Whiterun is going to have any impact on Riften nor will Riften impact Whiterun. I think the one that bothers me the most is the Forsworn. While I understand they care about The Reach primarily they somehow just don't really "exist" for the rest of Skyrim.
Gothic 3 (not a perfect game, just an example) is a game where the world felt connected to me. There was more or less 3 areas of the game which were separate from one another but there was overlap as well. What you did in one city had lasting effects on other cities. Largely through the reputation system. Fallout New Vegas had the same. What you did in one area of the game "followed you" and effected other areas of the game in a meaningful way. This leads to my next point...
Consequences: There aren't any really. The civil war seems to be the closest thing to consequences for your actions and even that is largely superficial changes in the end. Also a few quests relocate, or add, useless NPCs to various locations. For example if you save a guy during a quest he will forever after wander around some city spouting one liners about how great you are when you pass by, the rest of the world doesn't give two turds that the guy is alive. Some quests literally have no effect at all. There was one quest I did that I guy camped out in the woods complained his castle had been taken by bandits and could I please get his home back. I said sure, slaughtered a bunch of bandits and opened the gate. The guy walks in and says "Hey, thanks for getting my castle back. Here's some money!" A while later I happen to be passing by again and the guy is sitting at his campfire (again) and gives me some random one liner about nothing and I realize the castle is filled with bandits again. I couldn't help feeling like I wasted my time on that quest (I've cleared that castle 5 times now and the guy is still siting outside because it's filled with bandits).
I said it in another thread and it pains me to say it but: Nothing you do in Skyrim has any effect on anything else. NPCs all exist for a specific purpose and nothing you can do will prevent that NPC from fulfilling that purpose (except the rare NPCs that you can actually kill that also offer quests). There's one guy you can get thrown in jail and ruin his life but still do a quest for him. Gothic 3 has a lot of quests that are mutually exclusive. You cannot do both because doing one quest pisses off another guy, or kills him, or otherwise changes the world in a way that prevents doing the other quest. Skyrim has been made "user-friendly" so you can't screw yourself out of experiencing content. When I played Ultima 7 it took me around 5 years to beat (I didn't have strategy guides back then or gamefaqs.com). Many times I did things that quite literally screwed me completely. I could no longer finish X quest (which was sometimes the main quest) because of a particular action I undertook, possibly doing another quest, or stealing from a guy and getting caught, or killing the wrong person. What you did and the choices you made mattered in the game and bad things could happen to YOU if made poor choices. Which leads me to my next point...
Regret: This isn't just Skyrim but most games for around the last decade. You seldom experience a feeling of regret because of a choice you made in game because of in game consequences. I know some of you are thinking "WTF? Why do I want to regret my choices in game?" or maybe you're thinking up jokes about "regretting buying games" or some such thing, but stick with me here. It's really hard to explain this point to people who didn't experience it. It's even harder to explain why it's important.
Older games didn't have these "user protections" that prevented you from wrecking your game. Ultima 7 for example I used to have one save file in which the world was dead. I literally killed everyone and everything (except respawning monsters). The game let me do that. True I could no longer finish the game, there were no quests to complete, or stores to buy things from and the save was generally useless but the point is it let me do that. Skyrim makes sure you can't screw yourself. You can't do anything that will force you to restart because you screwed yourself. Bethesda basically "child-proofed" the game so that the player can't "hurt themselves" by doing things that are a "bad idea." Again this isn't unique to Skyrim, it's a trend in gaming that results from comments like "if I shouldn't do it the game shouldn't let me." Well you know when I slaughtered everything in Ultima 7 I knew it was a bad idea if I wanted to finish the game. It doesn't take a rocket scientist to figure out killing random people is probably a bad thing to do.
Other ways to give players a feeling of regret is simply by forcing them to make choices, for example suppose joining the Dark Brotherhood required you to kill an NPC that would forever screw you out of doing something else or doing whatever for that NPC would prevent you from joining the Dark Brotherhood. It forces a choice on the player, but not necessarily a choice they are aware they are making. So later on they find out "Oh... crap... Maybe I shouldn't have killed/helped that guy..." There needs to be the negative emotional response to choice just as much as positive, can't have one without the other and all that. Which leads to the next point...
Choice: As much as I hate to beat this horse (which if it isn't dead it's on life support), Skyrim has a serious lack of real choices to make. The civil war is a really good choice players have to make, most other things... not so much. 99% of quests in this game the "choice" you make is "Do I spend 30 minutes and get monies... or no?" I don't even think about what the task is, who I'm helping, or anything because none of that honestly matters. I know that once the quest is done it will be like it never happened. It's not just about the consequences though. There are a few quests around Skyrim that give you illusion of choice but they aren't usually choices are all (e.g. Cicero on the side of the road) because there is no meaningful consequences. Sometimes even if the end point is the same having a choice about which path the take is enough. Though different consequences is preferable because it gives the choice a feeling of significance. Especially when you can actually make the "wrong choice" or the "right choice." There's a quest in Whiterun involving some Alik'r (you all know the one I'm sure, if not, spoilers ahead).
Well enough about choices, consequences and what not.
Auto-mapping and the "Compass," and Quest Markers: This is something I wish had never become standard. Also a "dead horse" by now but I'm going to briefly touch on it anyway.
People who aren't old-gamers probably won't appreciate the problem. Most new-gamers I will hear say things like "WTF? No auto-mapping, this game svcks!" My ideal would be a game with an in-game map (looks like a "real map") with a "You Are Here" marker, and "real compass" that tells you nothing other than "you are facing North" and no quest markers but instead detailed journal notes and/or instructions provided by the quest giver. Then give the player the ability to place markers with about 250 characters for each marker. That's all just to save paper and environmental reasons and what-not. Most old-gamers probably remember having stacks of papers, notes, hand-drawn maps of dungeons, and assorted tables, lists, and charts for every RPG they got serious about (or maybe you have a really good memory and all that was in your head).
With things the way they are in Skyrim it strips away a lot of the sense of discovery. There was a thread just recently about a certain "Giant Dead Mudcrab" someone stumbled on and the thrill they got from finding it. I've never seen a post saying "OMG!! I found a Dragon on the top of a mountain with a word wall!!" Why? Because you just have to get close-ish to it and your compass says "Hey, right there." When it's a given that you will find it you have no sense of pride/accomplishment/joy when you find it. This system Skyrim uses also seriously hinders the ability for the programmers to include secrets and hidden areas (intentional or otherwise)...
Secrets: Anyone who's been a serious gamer for ~15+ years knows that the number of secrets and hidden areas in games has dropped off dramatically over the years. The very existence of the "compass" in Skyrim handicaps the possibility for "hidden areas." Sometimes a hidden area is hidden just because it's out of the way and the average player doesn't wander up that mountain, or check behind that waterfall, or whatever else. When your "compass" says "Go here" and when you get "close-ish" the game announces in a very in your face way "YOU FOUND IT!!!" It's really hard to "miss a cave."
It's not just locations though. It's also equipment, maybe special skills, whatever. These sorts of things can't exist in MMOs but they can in single player games. There are a few things which are close in Skyrim, like a 3 piece amulet, but the quest markers and compass really kill the sense of discovery. It just makes it a slightly longer "go here" quest. There needs to be a possibility of failure and/or not ever finding it for there to be a real sense of pride/joy in finding it and succeeding. Speaking of succeeding....
Challenge: Challenge comes in many different flavours but the fact is games are getting "easier." If you go to any video game forum today and make a thread saying "I beat the game!" the "nice" responses will be "yeah... so?" That wasn't always the case. These days beating a game is a matter of time, that's it. This is in part because of "Save Game" and "Difficulty Sliders" but it's also because the industry has taken the approach that "everyone should be able to beat the game." I still remember the first time I ever beat Rogue (a very old game from the 80s which inspired many later games now often known as "Diablo style games"). When you started a game of Rogue there was absolutely no guarantee you would win, in fact it was very possible that you could not win no matter what. It took a lot of skill and a fair amount of luck to beat Rogue. Even games like Super Mario 1, 2 or 3 on the Nintendo, if you can go from 1-1 to the end and beat those games you have some bragging rights (especially if you didn't use level warps). Modern games just don't afford players true bragging rights for much of anything. Of course there are exceptions, like if you got the survivor title in Guild Wars (before the change). I suspect that's why players now do things like "Dead is Dead" and "Naked Nord." We're forced to figure out ways to actually make it so it's not a given that we'll succeed. Some people want bragging rights. Also people like "games within games."
Mini Games: I think the Super Nintendo was the pinnacle of the mini game. Mini-games don't need to be very complicated things, or even important to the story. Fallout New Vegas had the casinos but it actually bugged me that you could get banned from playing. Skyrim has the bar brawls, but they are one time only. They could have easily put in something like an "underground fight club" thing that's just for fun. Other possibilities are: a foot race, a shooting competition, a coliseum with pre-set gear, or any number of other things. I honestly believe that large RPGs need mini-games. Just random little things that you can do to break up the game-play. Heck, even Starcraft 2 had the "Lost Viking" game and that was epic. A lot of times that's what mini-games are though, old games from the 80s or early 90s slapped in to a modern game just for fun, and they are fun.
Mini-games can also add a sense of flavour to the game. The Final Fantasy series did a great job of this in the past. FFVII had the Casino and Choco Breeding (among others). FFVIII had a card game, FFIX had a card game as well and many other mini-games. FFX had Blitz Ball. They add something to the main game even though they are technically separate from it.
Conclusion
I do like Skyrim. I just feel like they missed an opportunity for making a truly great game so we ended up with a good game instead. I understand things like auto-mapping, the "compass" and quest markers would have to be optional because some people like them. But for those old-timers like me that miss "the good old days" that's all we want, the option.