For example, 70% of the quests are fetch/kill quests. For the remaining 30% of the quests, linearity is the order of the day. There are few choices to make, nor is there much of a way for the player to take alternate paths to solving a problem or reaching the objective. The result is often a reward, and the player has a very small impact on how the gameworld changes depending on his or her actions. The repetition of quest structure also saps Skyrim of the replay value that games like Fallout New Vegas had.
While the game gives you a ton of leeway in how you play the game (by brute force, magic, stealth, etc.), it lacks the freedom of choice that Fallout New Vegas and many other RPGs have. To Bethesda, there are only two choices: Do the quest, or refuse the quest. While this might have been fine back during the 1990s, I would have liked to see a more freeform quest structure that takes into account a number of choices that a player can make.