Making excuses doesn't fix things.
They had the largest development team ever....with a huge addition of level/dungeon designers. So that isn't a reason.
They =did= break quite a few rules of writing, starting with #1; Show, don't tell.
Not once did they show Alduin as a menace worthy of a sideplot, never mind the main questline.
Not once did they show one bloody reason why you jumped over a college full of senior staffers to be Archmage. You found a big ball and a stick and boom!
The Companions quest line was just as weak; particularly since you were supposedly dealing with characters that would challenge you to prove yourself their better. Repeatedly.
See the pattern there? Most of the quests told you things.....but almost never showed.
Another rule they broke; make the reader/viewer -care- about the story.
The whole main questline was a joke. There was almost no tension whatsoever.....and this was supposed to be The End Of The World. And not just for you; how many NPC's showed any significant emotion, regardless of the questline? You could become a Nightingale and nobody seemed to care. Or the Listener. Or Archmage. Or Harbinger.
Another rule; choices have consequences.
You should not be able to join all factions. Choosing to accept Daedric artifacts should have had consequences if you had alliances with the Divines already. Or blocked you from them if you didn't. There should have been a 'recognition' variable, so if you joined one side or the other of the civil war, it impacted what occurred in cities held by opposing forces. And weigh it more towards armor recognition; create a reason to wear a what would amount to a disguise to enter Windhelm if you had sided with the Imperials, for example. You found the Sybil of Dibella. And what does the squirt do? Nada. The perfect mouthpiece for quests from that Divine, and she sits on her polygonal tushie and says 'Hello!'. No real rewards for finding this religious iconic figure, no penalty elsewhere. No consequences.
It takes good initial design, but it is quite possible to implement these things. It does not take 'millions of lines of code', as the story scripting is almost if not the simplest thing to code. Not the script compiler, but the actual story scripting that turns audio on and off, turns animation pre-records on and off. That gives you a reason to be at point X and do something. Or hits you over the head with the fact that doing that thing complicated your life down the road, not made it simpler. A coherent, consistent storyline would not have affected the open world nature of the game in the least; that scripting is probably about 5% of the actual game content, if that. And simple, 'Do This Quest And You Must Go Forward on this Questine, or it will Go Forward Without You', so that those who want to explore aren't caught in a questline.
Agreed, all of it. The only NPCs that comment on your achievment are just the guards.And even then it's not implemented succesfully.
The guard says, "You're the Harbinger of the companions, I'm honored to stand with you", yet the next moment he says, " Now I remember you're the new member of the companions, What'd you do? Fetch the mead?".
Ridiculous, it's a great game, but it can be done better.