We had a few "fan interviews" with Bethesda since the days of Oblivion. While those events were certainly good to build up the anticipation, I wonder if it's possible to organize something similar now that Skyrim has been released and a few months have passed.
This interview would, imho, center around explaining some design decisions more indepth, hearing straight from an insider if there is something he wish it could have been done differently and, of course, some bits of info regarding future expansions.
EXCLUDED from this interview, any question about patches, bugs and stuff like that. There are already forums for that purpose and some developers even participate in the discussion or occasionally drop bits of info.
I was a members of these forums (albeit with another account now lost in the sands of time) when the first fan made interview took shape and it started from a simple thread like this. Let's see if that experiment can be repeated.
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EDIT 23/3/2012 : re-organized the questions in a more flowing manner and by category; added a couple more
Part I) Game design:
-How does Bethesda decide where to locate new TES games and their expansions/DLC? i.e. Do they take into consideration current technology or just the continuation of the series' lore ? Are there other factors which affects the decision or it's mostly based on inputs from the story writers?
-Is someone at Bethesda following the MOD scene by testing them? Have you ever been genuinely impressed by a MOD to the point of saying "How could they do that?!?". Are there some mods for Morrowind, Oblivion or Skyrim that really impressed you and that made you considering to hire its creator or include the concept into the next game? Is there any MOD in particular you liked?
-Mods for Skyrim appeared from day one and well before the CK was released. Are you surprised that people are so eager to modify your product in ways you did not even think of? Take for example the visual mods that add custom post-processing filters: in what ways (if any) such a drive by the community to customize every little aspect of the game has affected your work especially at the designing phase?
-On game balance: Skyrim introduced big changes to the magic system and also added more weight to the crafting and alchemy ability. Can you explain your view of balance when making decisions about weapons use and why it seems irreconcilable to the view of what is balanced when it comes to spells? Why several spells popular with the fans (the lack of an Open locks spell is particularly felt) were removed with no option to 'craft' our own spells?
-Why was Smithing not made to be recipe based like Alchemy and, faintly, Enchanting?
- What content was removed from Skyrim due to time and resources restraints with design and testing? Is there something you wished to be able to add to the final game in time for the 11/11/11 release date but that had to be cut?
-On the PC interface: some people attribute the shortcomings of the interface to the fact that also the PC version of Skyrim can be used with an Xbox controller. Oblivion had a different interface that worked well with a controller yet it was functional also with a mouse and keyboard combo. What prompted you to change its aspect so radically?
Part II) Assessing the success and the critics
-What mechanisms does BGS use for collecting and classifying feedback? We know that Steam collect usage stats. On average, how much time PC players, so far, have spent on Skyrim? Did someone reach already 1000 hrs?
-What design choice(s) would you say worked the best in practice? What choices, in retrospect, didn't work out at all like you expected in an unfavorable way?
-Which part of the users feedback surprised you in a positive way and what do you think it was least understood by the community about Skyrim? What types of criticisms have been most surprising and unexpected?
-Considering how welcome were the free HiRes texture packs, in the event that another console from Microsoft or Sony is released and is backwards compatible, would you release the official texture pack for those consoles as well?
Part III) Misc Questions
-Looking at the forums, it seems that PC users are the most difficult to please since they seem to nitpick on every small aspect of the game. Is this true?
-Is there a technical reason, that allow you to make Followers able to carry your gear, but will not allow you to create a horse that can carry your gear, or is that a design choice? Seeing as both Oblivion and Skyrim lack mounted combat (despite being technically possible) do you think its inclusion would unbalance the gameplay?
-Just for giggles, what made Dragons fly backward? What was your first reaction to the news making to the front page of many gaming sites. Where you more angry or surprised by the attention received from the gaming community?
-Why are we not allowed to marry all followers, those who follow the player not only because hired, but because of friendship/gratitude/kinship? Are you happy with the current state of romances in Skyrim or you contemplated, at any stage of the game design, to add a whole questline (maybe also related to the main quest) connected to a follower/partner?
More to come...

