Intelligently integrated functional simplicity paired with behind the scenes technical complexity is a challenge, but should always be a goal of design. I am not saying this as an insult, but there is SO MUCH that could be improved with the TES games. That is just the nature of good games, they cause people to say "what if" to a host of ideas that the good game spurs. What is you could make friendships with NPC. What if spell casting looked and felt more organic. What if monster AI was more complex to allow for flanking, hunting an stalking behaviors. What is a skeletal enemy articulated like a real skeleton.
The point of the game should be to keep you out of the menus and into the game play as much as possible. The point of the game is that logic would prevail so that fake meaningless complexity is removed and replaced with simplistic system that when running created dynamic emergent game play. A car would not be BETTER to drive if there were eight peddles on the driver’s side floor instead of three or two. The jet pilot does not need to know is his hydraulic pressure for the flaps unless the hydraulic pressure is outside of normal. That is the key to new jet design the pilots see what is important not a 3 screens, 100 lighted indicators buttons, and 2 dozen dials.
There is something of a flaw in this argument. The point of any machine is to achieve a purpose that is entirely divorced from your interface with the machine - so, the point of a car is to get you from A to B, not to push pedals and turn wheels. In this sense the argument for simplicity is undeniable.
However. the point of games is, above all, to be fun; and for many people, especially RPG players, the complexity is fun - or it can be fun, when done well.
For example, Dragon Age: Origins took an old-school approach to combat. Almost every fight you paused instantly. You studied the way the enemy were deployed, you figured out which spells or special attacks should be used on which enemies in which order. You queued up your orders for your party, and only then did you let the fight get started. You watched what was happening, spotted the errors in your plan, paused the action, thought things through again. You thought very carefully about relying on a powerful spell, because those took a long time to cast. And, if you're the kind of player who likes all this micromanagement, it was
fun!
Then along comes Dragon Age 2. This took a streamlined approach to combat. No studying the deployment of the enemies, because they came in several waves. No need to hesitate about using a powerful spell, because they were cast almost instantly. No queueing up of orders. Fights were faster, more reactive, more fluid. But were they better? For some players, yes, absolutely. But for other players, no, far from it.
Streamlining or simplifying a game isn't automatically making it better. It's sometimes making it better. Other times, it's making it different. And sometimes, if a company have misjudged what their loyal customers find fun, simplifying a game makes it much worse.