For example, in Skyrim, you come out of the character creation sequence with a sense of urgency: a dragon just attacked and you had to fight through a bunch of panicked, politically-driven NPCs, and you barely made it through alive! After this, you're kind of forced to go to Riverwood (well, maybe not "forced" to, but it certainly feels fairly natural to do so), where one of the fist NPCs you meet is worried about his town getting attacked and requests your aid. This forces most good-natured PCs to lend their hand. But this is fine -- after all, it's fairly early in the game, so maybe things will calm down soon. But they don't; I will refrain from elaborating on this point because I don't intend to spoil anything for anyone. In any case, it feels like once you've started the main questline there is no point where it just takes a break and lets you go out and experience the world on your own terms, even though there were various points where such a break could've easily been inserted by the writers. This problem isn't really unique to the MQ in Skyrim; it's also present in the College of Winterhold's questline as well as in Oblivion's MQ, to mention but two examples. It's really difficult for me to fully justify or elaborate on my point without spoiling things, but I hope what I'm saying will at least resonate with other players who've gone through some of the main and faction questlines.
I miss the more relaxed style of Daggerfall and Morrowind, in which you weren't "thrust" into the MQ. In Daggerfall, after exiting the player creation sequence (i.e. the first dungeon), you had to wait to receive a certain letter from somebody, which the game allowed you to ignore, before the MQ was instigated. Similarly, in Morrowind, you had to deliver a package to someone, who in turn encourages you to join a local guild or faction and build a cover story for yourself before getting into the thick of things. And you were never really forced to feel like you had to get into the thick of things either, at least not in the beginning of the game. Moreover, during the MQ in both DF and MW, there were natural break points where you could take a step back and focus on developing your character before progressing the storyline.
What are everyone's thoughts on this?