One of my biggest gripes with it is the same gripe I have about almost all single player RPGS - the main quest line always involves me having to save the world. Even the other major quest lines (College of winterhold, thieves guild, et cetera) are similar in that the last quest involves you becoming guild master, Archmage, or whatever.
This phenomenon creates a lot of problems.
The problem I have with this is that generally, I don't ever want to save the entire world and I don't want to be the Archmage, the master of the thieves guild and the dark brotherhood and the Companions and the whatever else. It's just cheesy. Why? Two reasons.
First, it creates a lot of problems with Immersion. For example, I can become the Archmage of the Mages guild (I know its the College of Winterhold, but I'm going to say mages guild since that works for all the other ES games) in like a week of game time depending on how long I mess around in between quests and how efficient I am with fast travel. Meanwhile, all these other little students are still toiling away in their little dormitory, practicing their little spells and whatnot, and either beg me to help them with some mundane problem or give me some lip about running by them to fast or something. It just doesn't make any sense.
The same is true of the quest line that results in you become some titular figure (Thane, guild master, etc), or the MQ in most any game that requires that you save the world. Despite all I've done for them, people still give me lip about casting magic in front of them, or they tell me I should get new clothes if I go see the Jarl. What they apparently forgot is that I'm the chosen one, or whatever, and I'm wearing boots worth enough money to buy their entire crappy little city (which I could then burn down for fun with fireballs that I shoot out of my hands).
Plain and simple, it just doesn't make much sense that I can be the head of almost every faction in the entire province, and have time to make sure the operations of all of them run smoothly WHILE saving the world from dragons, zombies, Daedra, a weird heart thing in a volcano, Sauron, or darkspawn (cheesiest name for a world-threatening malevolent faction I've ever heard, also a horrible game in my opinion).
Furthermore, (Next sentence is somewhat of a spoiler) using the mages guild by way of example, when I become the head of the mages guild I realize that apparently the head of the mages guild doesn't really do anything. I'm a paladin (who has 100 restoration and 75 alteration but very low skills in all other magic schools), but I'm the Archmage of the mages guild. I'm never even at the mages guild, I'm not that good at magic, I hate everyone at the mages guild, they all treat me like an idiot, but I'm the Archmage? I don't really even get any benefits from being head of the mages guild, other than the (admittedly cool looking) robes, and a really inconvenient apartment (takes a fast travel and two load screens to get into it).
Second, sometimes I just don't want to save the world, or I don't want to be guild master. I don't like the commoners of Skyrim that much. They get pissy when I cast magic in front of them, or run to fast by them, or whatever. Or, they give me lip even though I'm their damn Thane, or boss or whatever. So, I've got better things to do than save them from dragons or Daedra, or darkspawn or whatever.
Contrast this with Baldur's Gate II (Which I consider the greatest RPG of all time)
In that game, the main quest involved you chasing down a very powerful mage - a disfigured elven exile - who had tortured you, murdered and dissected one of your friends (though you're secretly glad he's dead because now you get to bang his hot widow), and then kidnapped this total babe that you grew up with, but there was always sixual tension between you two (even though she turns out to be your half-sister). Now to be sure, this guy was bad for the world, and bad for some elves, but in the grand scheme of things it was pretty much entirely personal. You weren't chasing him down to save the world, you were chasing him down to either save your hot half-sister, or to get a little payback for torturing you in his dungeon, or both. It was compelling. You wanted to put him down. In Skyrim and other games, you don't really want to do any of the main quest. You're compelled too because you're the chosen one, or some other nonsense, and it always amazes me (through the dialogue options) how readily your character falls into line and does what he's told. Now I know that you don't have to do the main quest in TES games. I usually put it off until last, because it just feels natural to me to be gearing up for the main challenge (In TES games though, you don't have to gear up for it because you can beat it at low levels, I think this is a bad design choice too but that's for another day). But, simply not doing it is stupid, then the game as no climix, no main point. I want to do the main quest, I just don't like that it always involves me saving the world, and that it usually gives my character few choices in the matter (again, through dialogue options - I know you can just walk away and not do it, but that's not the point).
In Baldur's Gate II, there were no immersion issues created by the main quest. You weren't there to save the world, and no one cared about you. It made the world seem much larger, when in fact it was a lot smaller than those of many modern RPGs, especially the TES series games. Sure there were some quest lines that involved you saving this town, or that person (generally there was also an evil route that involved doing the opposite), but in general you were a small fish in a big, deep pond. The world was doing its own thing, you were just a part of it.
Why can't games take a hint from the most acclaimed RPG of all time. If you set such high expectations with the quest lines, then MEET THOSE EXPECTATIONS. If I'm the Archmage of the mages guild, I don't expect to be able to be the guild master of the fighters guild, and every other guild there is. If I'm the chosen one, I want some damn respect when I walk through town. It's really not that hard to do. In Baldurs Gate II, for example, when you completed a quest line that ended with you in ownership of a large castle, there was some dialogue whereby you could appoint an NPC to handle the management of the estate and its finances. You could return anytime, and it was a cool spot (though in that game a place to keep things wasn't really necessary). AND it gave you a certain amount of cash each game week, which was cool. "Okay", you thought, "that's all taken care of." In Skyrim on the other hand, you're just left out in the cold - You're the archmage, but you don't have to show up for work or do anything, or even ever come back to the College. It just runs itself, which isn't so hard since its the same 9 people doing the same exact thing every day.
Alternatively, you could adjust the player's expectations about the world's reaction to him. If I expect people to treat me like an [censored] just like they treat everyone else, then it won't break immersion when people give me back talk. If I'm not the archmage of a prestigious mages college, it won't surprise me when some stupid neophyte annoys me with requests to help him with some petty problem he has, or gets mad at me for bumping into him.
What do you guys think?


(or not... heh)
