- Dungeon Puzzles: Yes, I've said it before and I'll say it again. Rotate the whale stone isn't a puzzle. It's boring, it's dumb, and it's as challenging as turning a door knob. The video in GameJam showed off "moving platforms" in dungeons-- but why stop there? There are countless examples of solid, challenging dungeon puzzles (see Zelda) and this would add an entirely new dimension to gameplay. Puzzles could be as simple as stepping on the right stones in the right order, firing a water arrow to quench a torch-- they don't have to be IQ tests, just SOMETHING.
- Dungeon Bosses: Yes, I know "Dungeons" aren't the sole focus of Skyrim-- but they are a HUGE part of it. I think the bosses in this game leave something to be desired-- they just don't look or feel like bosses... Make them scarier, make them bigger-- whatever you do, make more of them. The Bandit Chief / Drugr Overlord cycle gets tedious after a while. Take this a step further and add rare world bosses-- another reason not to fast travel. Imagine walking next to a lake when a giant tenticle comes out of the water and grabs you. Awesome, right?
- Loot: Fine. I get it. This isn't World of Warcraft-- but seriously, the loot in this game leaves a lot to be desired. If you want to be powerful, you'll dual-enchant your own crafted gear. Period. I agree that a master smith and master enchanter should certainly be able to pump out some really good gear-- but items in chests at the bottom of Skyrim's deepest dungeons should probably have some good loot-- and the Daedric Artificacts need a serious boost in my opinion. I'd also like to see way more variety than the usual "Sword+Burn damage"
- Combat and Physics: Please, Bethesda, for the love of God-- design a new combat system. Left click, right click, left click, right click. The enemy doesn't look like he even registered the hit. The slow-motion up-close scenes are pretty slick, sure-- and I like them, but this doesn't redefine combat. Running on the terrain my character looks and acts like he's running slightly above it and doesn't interact with rocks, dips, and hills in a realistic way. With games like Mirror's Edge (imagine that style of mountain-climbing) and the new Reckoning-- combat can look better than this.
- Quest Variety: Most of the griping I hear about questing in Skyrim I can agree with. It mostly boils down to fetch quests or "go kill this" quests. I read somewhere of an idea of a quest to simply help town guards fortify positions for an incoming Dragon attack (you know, moving and positioning Scorpions, commanding ranged/melee troops where to stand, and so on). What a great idea, and why not take it further?
- Dialogue and Consequences: This, in my opinion, is Skyrim's biggest shortcoming as an RPG. I have virtually no options when I speak to people. I can't use the typical "Good guy, Neutral, [censored]" options that most RPG's have. Many times, I have ONE option. What's the point? Aside from this, on the RARE occasion I can "intimidate" and say something terrible, the NPC goes on to act like nothing happened. There really needs to be more dialogue choices, and consequences to go with your selection.
- Alignment and NPC's: The technology is there. Fable did it, and that's an old game. Bioware's new MMO, "The Old Republic" has an excellent alignment slider that keeps track of your overall good/evil alignment. If I'm the most infamous mass murderering Necromancer Skyrim has ever seen, I should have people begin to shun my presence. Have NPC's go inside their houses when I walk down the streets, and so on. Base it on overall level and overall alignment (meaning if I'm level 2 and I killed a bunny, I don't need the town to run away from me).
- Guilds: I like the Guild quests in this game-- but the guild system leaves plenty to be desired. Leader of the Companions? So what. The members still talk to me like I'm a recruit, and the only difference in the game is that a guard will say "Hail Harbinger" once in a while. Guilds need depth, and more options when you become guild master. Make it a mini-game, like once a week/month a courier will bring detailed applications from NPC applicants. You can admit or deny them. Think back on my quest idea of fortifying towns against dragons-- you can charge the Jarl of this town for your guilds' services. Add the option to expand guild houses, add new amenities, and so on and so forth.
- Useless Perks / Secondary Professions: It's no secret-- speech and lockpicking are lame. Really lame. Nobody takes them for anything other than RP purposes or stubbornness. Make them useful. For Speech, if you add actual dialogue options with consequences and more opportunities to "persuade" and "intimidate," this perk might actually be decent. Cooking could have been really fun-- make the buffs better and add a mini-perk tree? Why not? Also, why am I grabbing Salmon with my bare hands? Why not a fishing mini game?
Edited for a shout out to Horseback Combat! Awwww yeeeaaaaahhhhhhh


It is wrong and there is no real incentive to doing so except for nefarious purposes. But dammit if I do something stupid do not be afraid to punish me for it. I thought the whole Radiant AI thing was supposed to just give another quest giver for the quest anyways. What happened to that?