I agree with these passages:
"One way in which the seemingly infinite expanse of Tamriel is undermined is through the game environment’s borders. The moments when we come up against the limits of the world are jarring, running counter to the prevailing spatial aesthetic of games that strive for the illusion of boundlessness."
"On my map I see I am at the border of Tamriel and a mountain rises up before me. The fact that I cannot scale this mountain is not sublime, it is a more or less cheap way of limiting my progress, and it is easily recognized as such. It does not fill me with wonder at what lies beyond but is the sign of the game’s finitude. I know when I hit an invisible wall that beyond that mountain is - nothing. The world I am in is signalled by these mountains as a thing encompassed and finite. The restraint that this involves is, following Addison, 'hateful.'"
"Once we have put in enough hours to have reached the game’s final cut-scene we have encountered the invisible walls of the oceans and mountains - Tamriel is bounded and we have seen the boundaries. We have noted the repetitions involved in the design of dungeons. The minor cities have been comprehended as uniform content - guilds, shops, residences, cathedral and castle - with variations in arrangement and architecture. The plains of Oblivion have been understood as a set of half a dozen repeating worlds. In short, the awesome breadth of Tamriel has been transformed over the course of the game to a set of discrete, manageable spaces. Unlike in comparable epic films, in which each landscape shot presents as the sublime, once the player is allowed to walk the fields - and outside the sublimely framed shot - the sense of grandeur can no longer be sustained, or at least it can only be sustained fitfully."
While I agree with this, I have to say the author wastes many words to tell us virtually nothing we do not already know. However, I do not agree with this:
"The world stretches as far as the eye can see - and further - in all directions. The prospect, in both senses of the word, is exciting but at the same time unnerving. This unnerving feeling is not only based on the shot’s ability to point to an infinite vastness at which our imagination balks."
Dude, my imagination never "balked" at the apparent infinite vastness of Tamriel.
Overall, my opinion is this: this article is second-rate pseudo-intellectual b******t. Like most academic papers, it is not particularly well-written. Here is an example of a typical non-sequiter in this author's writing: "What is it about the landscape in Oblivion that makes it such a compelling dramatic force? A common element in most of the game’s reviews was praise of the landscape."