Thing is, all this stuff is done in Morrowind as well. If I so much as talk to a quest giving NPC in Morrowind, it is thrown in my journal - in 1st person narrative mind you - that I should "check out" or "help", or generally do whatever it is that the NPC is asking to be done, whether I intend to do it or not. It is there - in my quest journal, for the entirety of my game. What Skyrim did is no different than what was done in past games like Morrowind or Oblivion.
Never played it Morrowind, don't remember Oblivion being this sledgehammer in its approach.
Who cares that it is thrown into your quest log to go see the Companions? It is nothing more than a note that you encountered this quest, and you can go do it or not. If you want to do it, it is there for you, if you don't want to do it, then you never have to check it, it will never pop up on your compass, and you go about your day. Just like I did in Morrowind when the game was putting words and thoughts into my character's head, when he wrote "I should go check out this dungeon that NPC X mentioned in Balmora because he wants me to bring back his magical slippers and I think I should look into that".
This is the standard answer every time Bethesda's 'open world on rails' game design is raised is brought up - "you don't have to do it". The point is, they've designed the game to continually prod the player with a huge set of scripted events that occur all over the gameworld. These repetitive scripted events - that occur irrespective of whether they make any sense because they occur no matter what time of day it is - continually prod the player on the assumption they need to be constantly pushed to do stuff. Stuff that is linear quests that are on rails. It makes the game insanely repetitive on subsequent playthroughs.
As far as forcing to join the College of Winterhold, I was already part of the College when I got to that part of the main quest, but it is my understanding you need to enter the College to gain access to the library - which means you have to cast a spell or use a shout for the high elf female at the door to be granted access to the College. From there, you go to the library, get the info you need, and never return to the College again if that's your bit. There's no "joining", it's merely gaining access. Don't talk to the NPC's who give you the tour of the facility, don't go to the first class, and don't go to Saarthal. You're not part of the College of Winterhold. Done and done.
The whole dialogue is about joining and triggers the questline based on the fact you have now joined the college. Bethesda just assume you want to join and follow the questline. That's their design focus. Yes of course you they can't make you do it, the point is their game design is predicated on the assumption you do - hence this design focus attempts to regularly railroad the player down a set of pre-ordained rails.
And again, as far as the choice beyond "do the quest or don't" goes - that's what the choice has always been in TES. Your choice and freedom has been in regards to what content you choose to experience with your character, but when you experience that content, it has always been on the linear side of things. What I'm saying is that you can't condemn Skyrim for something that it wasn't even intended to do. Daggerfall didn't attempt hand crafted worlds, it did random worlds, so you can't criticize its lack of hand crafted worlds when it never tried to do that. This is working as intended, and at that point, it's up to you to decide if it is a game you want to play or not. And if Skyrim suffers for having a lack of choice in quests, then so does Morrowind. Yet, people weren't criticizing Morrowind for that...
And the point is Skyrim is slipping down the path of simply assuming the player wishes to experience content because it's there and has to be prodded and pusged towards that content.
Linear content is a flaw - it doesn't matter which game was the most linear. For an RPG to present quests that have little or no option as to what happens is a flaw in their design.
That's simply not the type of game that TES is. Maybe they will attempt to make it that type of game in the future, but when that is not their goal, you can't condemn them for coming up short on it.
Based on Skyrim, I'd say they're heading further in the opposite direction. Which I don't think is a good direction. Particularly when people are bamboozled into thinking their games offer immense freedom just because you can wander round and choose not to be railroaded down the linear paths they're trying to railroad you down.
