» Sun Jun 10, 2012 4:28 pm
I found a video on Youtube where some dude collected dead female followers, and put their heads on display on his shelves.
Personally, I prefer to display those things that mean something to me personally about my character...so a dwemer bowl taken from a particularly entertaining ruin will get preference over the booty found there, or, a particular weapon taken from a draugr gets preference over the enchanted item in the booty chest from a hard dungeon.
In realation to the actual 'exploring', I tend to agree with the OP, but I see it more as a result of the quest aspect of the game...it seems that pretty much every major location is tied to some quest, and with the focus on 'get to the end of the dungeon, kill the bad guy, take the loot, find the quest objective' it can make you gunshy to randomly go into places. Although, I have found some 'stumble across them' quests at various locations, and I have gone through dungeons randomly only to later get sent there as part of a quest, to find that the quest component is a separate part of the dungeon.
That last aspect had me scratching my head for a while, because I had been thinking that I had come across new areas that I didn't remember (all dungeons blurring into each other in memory over time), but I have had the experience enough times to make me think that there is actually a fail-safe for the random exploring so that quests don't get mucked up...however, I've spent so long wandering around with some quest items in my inventory and no quest that I don't wholly trust that mechanic (if it does actually exist).
Either way, Beth could provide a fail-safe across all the dungeons, so that we could happily wander into them without stuffing up any later quests, and it should be part and parcel of dungeon design as a mandatory feature....it's as simple as putting a hidden door in a wall which only appears or activates when the relevant quest is activated, or some minor trigger or key mechanism.