
I agreed with the "game the devs wanted" comment because there's little reason to think otherwise.
Not being privy to any of the insider meetings at Bethesda, I don't claim to know what went on during the meetings. Being human, I'm guessing there was some dissent and some give and take between some people on the team, but what we got was, at least, pretty much the game the lead developer wanted us to have, certainly on the grand scale.
Things like quest length don't have much to do what I'm talking about, and a lot of that, you're right, may have been decided by time and economics. What I was talking about is the big picture stuff, realized in how the game feels and plays. It does include things like an emphasis on action (combat), a game that's easy to approach, and one that rewards the player constantly and minimizes failure or frustration.
A lot of the modern games I've played lately all have a very similar feeling and use many of the same conventions (quest arrows, exclamation points, etc) to achieve that, and I'm just sad that Bethesda has chosen to follow suit.
I remember in Morrowind not being able to cast spells or create potions my character had learned. That, to me, showed the "difficulty" in practicing these things, much like in our world. It's one thing to look at, read, and understand a car manual or a cake recipe, but anyone who's tried to actually do either of those things knows that you only get better at them with practice. Since not accomplishing the task can lead to player frustration, Bethesda has chosen to remove failure and every time my character tries to cast a spell or create a potion, it succeeds.
In Tamriel, there are no gummy cakes or stripped bolts.
Anyway, while I don't agree with a lot of the choices the developers made when designing this game, I have no doubt that what we got is what they wanted us to have.
