Absolutely not. I want the quest pointer so that, when/if I have trouble finding something ingame, I don't have to use out of game resources to find the objective. The existence of the quest markers does NOT prevent me from chilling out, exploring, or immersing myself in my character. If I want to "rush to my destination" while doing a quest, then maybe that's because I (or my character) feels it would be unprofessional to tell an NPC I will do something for them then take a month until I actually get it done? Don't presume to know how other people play and don't assume that your way is somehow more "correct" than anyone else's.
And Oblivion is NOT "pure linear action." There is still quest dialogue and you still have to use persuasion to get them to like you enough to give certain information. You can still run off and do things not related to the main quest. You can still just stroll around the country side and pick flowers. Heck, you can still even choose to not even use the quest markers by accepting a quest you don't plan on completing for awhile, setting that as your active quest, then doing something else. You can still customize your character to fill any role you want, although there are slightly less choices this time around (Medium Armor, Spears, Axes, and such). Yes there are differences, but Oblivion still shares FAR more with Morrowind than it does Halo.
Oblivion is weak in rpg elements.
- Oblivion didn't have that much dialog options, and even those that had would have both choices with same results.
- The main quest, city quests and guild quests (exept for thieves guild) will mostly sent you to a dungeon with monsters or to kill someone.
- All spell schools was only to aid you in battle.
- There was basicly no puzzles.
- Weapons didn't have differences in attacks, basicly its just "Pick a weapon and start killing".
- Fast travlel was supposed to be travelling, that means that getting ambushed and diseased should have been included. Fast travel should be called "teleporting".