Overall, Skyrim is an excellent game, and I'm more than happy with it. The only niggle for me is the Roleplaying side of the game, which should be a big part of an RPG.
I've thought about this a lot, and I think that the main quest feels disjointed from the guilds, or the guilds feel disjointed from the main quest. I understand that it is a good idea to have some separate entities so that the world feels like a world in its own right, that can exist beyond the main quest etc. But the problem comes when as a player, you are thrust at the main quest, but at the same time want to experience the HUGE game world that exists outside of the main quest. And that's where the disjointed feeling starts to creep in.
Let's take my current character, a Dark Elf named Dreth.
Here are some key points I put together for him to give me some idea of who he's about.
A born assassin and hunter (perhaps from dragon blood and destiny to slay the dragons).
Wanders alone and free, no homeland.
No love for Imperials after they interfered with Morrowind, and then wanted to execute him anyway for nothing.
Keen interest in all things old and powerful. Dwemer, Daedra, Dragon Priests.
Not inherently evil. Will help people in need, although usually wants payment. Happy to take Jarl contracts for clearing bandits. Provides solitude (the word, not the town
), an opportunity to hunt alone, to rid the world of those up to no good and make some coin in the process.Will assist the land against the dragons.
The Empire is a bad thing.
So, where do I start?
Well I'm thrust into a dragon attack. I'm immediately and rather reasonably requested to tell the Jarl of Whiterun about it, so he can deploy forces to protect his hold.
At this point, unless I'm playing a nihilist, or a raving psycho, I'm compelled to go to Whiterun and do exactly this.
But no sooner do I get there, than I'm thrust into helping against this obvious threat. Again, I'm compelled to help.
The main quests run like this through to the end. What I dearly miss from Morrowind is the bit where you are basically told; "try to blend in a bit. go and join some guilds, get yourself integrated in society". Why did you ever take this out? I assume there must a reason to do with obvious guide posts for the mass market who maybe arent going to pay attention and will lose track of what they are meant to do, and then give up to play something else. But removing this option can ruin the game for players like me. Oblivion was a lot worse for this, but Skyrim still hasnt dealt with it.
So ultimately, you either follow the main quest, and end up conqueror of the universe etc, but then start to join guilds and get the equivalent of the rat in the basemant quests. Or you at some point ignore a quest entry to pursue something else in the game, but are left with the constant feeling of being out of synch as you are ignoring the main game, to experience the rest of the game in a sensible order.
I might expand on this post later, but right now I have two little girls throwing a tantrum breaking my ear drums.....

