My reaction was that i felt completely lost. It doesn't make sense to have to start the game by fast travelling to a completely different part of the world map and then be given perhaps one of the most epic quests of the whole game.
You're suppose to feel lost. Lost and small. That's the whole point. Fallout 3 did a better job of easing you into the main quest too, so I don't really feel like this is a problem. I'm just saying I want that feeling of being lost, alone, and small in Skyrim. I want my amazing view of the world, because its simply that. Amazing.
The light hits your eyes, its hard to see. The music builds up. And then the wasteland hits you in the face. You feel like you can see for miles, and yet you somehow know that there is still so much you can't see. Its so big, and you feel so small. Part of you wants to turn back, but you know that you can't. You have to walk forward into this huge world. You feel something, it brings out emotions in you that we can't get now adays with roads going everywhere. Its that sence of being an explorer.
You should feel something in a game. If you just step out of a jail to some back ally, you will not get that same feeling. It shouldn't just be a business as usual beginning, time to get some quests and save some people and make some gold. It should be a moment where you stop, set the controler/mouse down and just look at what is infront of you. Where you get a sence of really being in some strange and amazing place. You shouldn't know what to do first. You should be feeling so much well up inside you, that explorer in everyone coming to the forfront, and you should get excited, because all the things you can see before you are places where you can go explore.
That's why I dislike Morrowinds beginning. Is so lackluster, so boring. It takes no time at all, and leaves nothing to remember about it. You litterally get off a boat, go into a town, and that's it. New Vegas also suffers from this. You're first look at the world is some windblown town with a mountain on the other side blocking your view. It doesn't leave you in awe, you have to go up to the graveyard for that amazing view.
That first tutorial in Oblivion and Fallout 3 were long, sure. Did they need to be that long? Probably not. But they were entertaining the first time through, and gave new players a taste of what's going on. Besides, I'm still finding interesting things going on in Fallout 3's intro. There's so many different ways to go about that beginning that its still entertaining. You can sneakily follow the Overseer on your birthday, and he'll badtalk you right before leaving the area. You can take the gun from that girl, or let her keep it, and that leads to multiple things that happen. And that bully's mom, you can choose to save her or leave her to the radroaches. That one couple that gets shot down by the guards too. And the goat has so many strange answers that its still funny to take that test and see what job they give you, and stay there and listen to what jobs everyone else gets.
Those tutorials serve another perpose though. They're long for a reason. You get caught up in them. For those thirty minutes, you forget that its an open world game and go along with the liniar tasks...because of all the other games we've played, that reaction is only natural. You do as you're told, and follow along till you're finally booted out into the world. And then you remember, you can do anything. And then those feelings I was talking about well up in the player. That sence of adventure you can't find in some back ally.
Yes, this explanation is just as long as the openings, but I wouldn't have it any other way. If they just kicked you into some ally quick like, you wouldn't get that sence of amazement and adventure. Even if they kicked you out and hit you with an amazing view right away, it wouldn't be the same. That long build up is important to the feel, and that's why they should stay with the longer ones.