Umm, so turn the compass HUD off and don't use the spell. Some like the direction one or both of those give, others don't ... the game allows either option. Although, I *do* wish the character received more information about quests, locations, etc. and that those were in the journal -- which is, admittedly, more a log than a journal.
I don't use the spell, but I do not plan to turn of the compass HUD since I need the compass.
It would be good if I could turn of all those markers though!
Still, vrastek explained what my real complaints are.
I'll tell you why Skyrim is linear... because there are people like me who've never beaten a Bethesda game, there are people who end up getting burnt out before they even finish half of the content. When you create a game you want to have as many people as you can see as much of the content as you can provide. Skyrim was the first, and only Bethesda game I've ever beaten and it never felt like a chore and I appreciate that.
Being able to beat a TES game is a actually the best sign of it being bad.
This.
Although I think it's not that much of a stretch to believe that someone who could give you directions to a place would also be able to mark it on your map.
Map?
Oh, you mean the satellite we have together with our awesome GPS and radar?
OK, I admit; I am being a bit too cynical here.
But still, they do make a fantasy game look simply too high tech. >_>
As to the initial issue: the game is linear if you try to stick to a linear path. I've found tons of amazing content by venturing off the beaten path, even in areas I thought I'd explored thoroughly.
I roam and roam and roam with no particular goal in sight, with only idea being to roam some more.
The thing is, linearity gets to shine when one enters the dungeon.
Just like I said, most of the dungeons are just one long swirly path which will surely take you to where you need to be.
There are some very minor detours here and there, but nothing special.