You might be seeing quests wrong. Quest means that you are being requested to do something. At that point is it not further up to you what the consequences will be. You are being lead through a series of events. What you really want is a game without any quests, but where it still feels as if everything you do has consequences, small and large.
TES games are moving into this direction, I think. It is likely just not possible to get there in one jump, but only by small changes. Too many radical changes and you might lose a large amount of your player base.
Take the quest journal for instance. It is one of the things I have noticed about Skyrim. At first do you only see quest markers and extremely sparse information on the quests. The true information however lies in the many journals that can be found in the game world. It is not just one single quest journal any longer, but it is an item in the game itself and that can be toyed with.
I hope Bethesda does the same with entire quest lines in their next games. To get away from quest lines to quest pieces and that these pieces become interchangeable.
It is so far very innovative what they have done with the journal, and maybe they have a lot more ideas like this, but only cannot implemented them as it would be too soon. But it is definitely something that I want to see in the future.
Those journals in the world are very cool. But those are very limited. I have quests in my
journal log and I have no idea what they are about. Then I remember why I walked away.
Also the quests are becoming more and more linear with more scripted events with less and less consequences, that's the direction. I wish the direction was what you imagine.
Radiant story can change things in each playthrough. One person is kidnapped, where and who is different for everyone. This is a trust issue. They don't trust their content. Instead of adding world mechanics that can render quests exclusive, they removed all limitations and created radiant story to duplicate quests. So they wouldn't have to face http://www.youtube.com/watch?v=768h3Tz4Qik and content complaints.
The community needs to mature up and accept that the more unique, the better the experience will get. And that won't happen without sacrificing some things. The quality of earlier games was that world mechanics were taking care of that issue, not the railroader developer. Emergent gameplay. Random, raw and dynamic.
A game with no essentials, where every lock can be picked, where failure isn't banned. Where every NPC is unique, even bandits... Where quest items can be dropped. Where every container opens. Where player isn't locked to level appropriate
enemies and loot. Where you can become friends or enemies with every NPC/group. Where player can always steer the wheel to different directions for different outcomes. Where your actions define your character, and your gameplay changes and evolves in response to your actions. Where freedom means more than walking around or walking away.
http://www.youtube.com/watch?v=Cr3TCWPlDrw
Anyways, I learned my lesson. I will never ask for better graphics or combat ever again. If I can't get my priorities straight, how can I influence Beth's?