Companions only let me do a grand total of 2 SQs, otherwise telling me "Go see _____, he was looking for you." and forcing me to move on with the shallow MQ. In the College it was worst: one SQ was to be done during the MQ, another involved me clicking "yes", drinking a potion, recieving "quest complete".
I knew as soon as I finished typing that someone would bring up the companions, but I had also written this
So far, from my experience, there are two ways to go about the guild quest lines.
1) Do the MQ of the guild and get to be head in about 5-8 quests
2) Do 1 MQ mission, do the side missions, do another MQ mission, do more side missions, repeat
Now, #2 doesn't work with the Companions because you are forced to do a MQ mission after 1 SQ mission, other than that, I see no problem with it.
It also seems to me that people want to be forced to do things, that sounds off when talking about a Beth game IMO
earlier in the thread, so I figured I wouldn't have to repeat myself, silly me.
In any case, the SQs are generic errands, which doesn't exactly flesh out a specific guild. One way or another, it remains counterintuitive: when im told I have to hurry or beware of the [censored] hitting the fan hard, my first instinct isnt exactly "ooh, I should have time to go collect that bounty!".
I remember in Morrowind collecting mushrooms as a mages guild quest. I remember in Oblivion going into a well behind the guild to get a ring, that took me 2 minutes, yes I also remember it was because the dude was a dike and killed the other wannabe mage, but the quests were not that great. The story was interesting, yes, but so it the thieves guild (which I have been using as an example for most of this thread) if you do the side quests in between the main guild quest it becomes more fleshed out and interesting.
Now, I'm done repeating myself, go ahead and say whatever else you wish, I'm done.