Bethesda have always been pioneers at the cost of polish and stability. The only difference is where before they were generally at least close to the cutting-edge of graphics, they've now fallen behind as the cost of constructing a world with the size and scope necessary for a proper ES game while maintaining production values comparable to The Witcher 2 or BF3 far outstretches their resources and even potential revenue the game would provide. I know I'm saying this a lot, but it's important: you can't compare a game like TW2 or BF3 with Skyrim, it's apples and oranges and any idiot can see how much tinier those games are. They're great games, but they don't provide the open-world country-in-a-box experience that ES games do.
It's too easy to point out that Skyrim is smaller than oblivion, and oblivion smaller than Morrowind, and Morrowind smaller than Daggerfall. Just look at the content removed as the series moves forward. We're at a point with Skyrim where all those fun little easter-egg treasures are gone, and thus exploration is discouraged via negative reinforcement. And that's just superficial.
It is melodrama, but you never said it wasn't true. It's the way of gaming: sell-out, go for the easy money, face ruin. It's a cycle.
Beth haven't fallen behind, as you suggest, because they haven't constructed a world with the "size and scope" for a proper TES game. Well, they have. But they've fallen behind due to their reasoning behind it, which I stated previously: money. Everything added costs money. If you're developing for a console audience they expect less, will pay more for less. That's where Beth is.
Look, I've been playing gamesas games since their first Terminator game in the 90s, and I've seen them come a long, long way. I never would have imaged, even with Daggerfall, that they would have gotten as big as they are today. Why did they get this big? Jumping onto consoles with Morrowind. It taught them a lesson (one others before them learned): consoles=fast $$. With oblivion they toned down the content, and Skyrim is barely recognizable as a classic western RPG, noting that just because someone has a sword and wears armor does not mean it's a role-playing game.
Skyrim is so scaled back, and feels so rushed I can't believe that gamesas doesn't feel some since of shame in releasing it- much akin to a college student that turns writes a paper one hour before class when they had three weeks to do it. But that's my PC-user take on it, and I can see that what I feel is rushed, shortened, and trite, is really the upper-limits for the average console player.
None of this changes facts: for the console market to flourish, you must have an investment in PCs. If you neglect one, the other will fail. Reason: console development on it's own tends towards a negative extreme (again: delivering less content at a higher price for greater profit). PC users expect more. The PC market drives expectations, directly, for console users. Without the PC market everything a console user would play would be the same game with a different hat, a la PS2/Japanese RPG.
That's where we're heading with Beth. It's hard for those not old enough to remember what things were like, or to compare this same effect over time with other companies and systems. It's equally difficult, I'm sure, for those long-time gamesas employees to see the forest for the trees. But this isn't new, this cycle, and what gamesas has entered into is a very slippery slope.




Sad panda indeed.