While I could design a better video game narrative in my sleep, I will provide some constructive criticism here.
There are many many problems with the quest-line...
1. Hand-holding, linear, and scripted - the quest line is completely linear, completely hand-holding, and overly scripted - there is no room for player involvement or auto-motivation, everything is obvious and apparent - ONE WORD: BORING
- How to Fix: Give the player general directives or simply nudge him in the right (or wrong) direction: provide opportunities for player initiative; allow him to provide his own character motivations and to piece together the pieces of narrative puzzle on his own, fracture the narrative into pieces among time, locations, and people.
2. Tries too hard to be "epic": ONE WORD: TRITE
- How to Fix: There is a place for "epic" in role playing games... but it is not right at the start, and it is not continuous: the word you are looking for is PACING - when it comes to narratives, intrigue and human drama trump "epic" every time. This industry-wide love affair with "epic" will end soon (hopefully), and you'll all look back on how idiotic it made many of your games. Epicness is earned from player interaction, not dumped on him.
3. Dungeons are too long/big: ONE WORD: DRAGGING: narrative density is too light, there is too much padding: when you go in a dungeon level 10, you should not be coming out level 15 after two hours of repetitive fighting with no narrative or setting development
- How to Fix: Option 1: make the dungeon shorter
Option 2: create a denser narrative (or include many "mini-narratives" that unfold throughout dungeon or throughout course of main arc.
4. Character development centralized, disconnected from quest-line: Buying books from a person is a really boring way to develop a character
- How to Fix: Tie character development (spell acquisition, etc.) to quests and world design. That awesome reanimate dragon spell you have? Would be a lot cooler (and "epic"), if instead of buying it from some guy, you had to hunt down and kill a lich for it. etc.
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Here's a quest line I might design (right off the top of my head)...
1. You arrive at Winterhold to discover that it's completely abandoned except for an old groundskeeper. You talk to the groundskeeper, and convince him to let you in. He tells you what happened (mage's conflict and destruction of Winterhold resulted in the wholesale abandonment of the college by all the members, who went their separate ways). Then you have free reign to explore certain parts of the college. It's essentially empty and cobwebbed, etc. The library is empty, etc. In one of the rooms you come across a journal that mentions where one of the mages might have gone.
2. Following the journal, you arrive at some other location, and ask around for the mage, following a trail of weird happenings, etc. till you finally find him.
3. He, of course, wants nothing to do with you, so you must find some way to convince him to teach you. Eventually, you convince him to attempt to reform the college.
4. He gives you a few leads you could follow on how to find the other previous members of the college, as well as some new leads.
5. Then you are free to go out and try to convince these wizards etc. to come back to the college, going all over Skyrim, and dealing with plenty of interesting situations that either the mages put you in or that the mages themselves got into. Meanwhile you have to figure out what originally led to the dissolution of the college, and how to reconcile the previous members. As you convince each mage they teach you spells and provide training, etc.
6. Once you have gathered enough members, you can re-open the college, and begin to help clean it out (from all of the nasty things infesting it), and help to rebuild it... find students, re-stock the library, etc. Meanwhile, you get a new trailing quests from the various members you have brought together.
7. Everything seems to be going fine until conflict breaks out again and a giant mage battle takes place within the college, and you must help protect the students and figure out how to deal with it.
8. Having dealt with the final conflict, you can become Archmage or pass the position on to someone else.
9. Getting to archmage is only half the quest line however, once archmage, your presence is desired at the kings palace... where you are called on to deal with and solve several magical threats to the kingdom... and you can either deal with them personally, or assign members of the college to do so (with varying success).
etc. etc.
In any case.
QED.