Funny how exploration is clearly the most popular thing in an ES game, yet the design choices in Oblivion didn't reinforce or promote this style of gameplay at all. Between the mission design, world design, and fast travel the entire game was built to be played like a linear RPG and they wanted you to focus 100% on the main quest through the way that it was presented to the player (sense of urgency, linear "do this then this" design to it, etc).
If they put the game design and world design with exploration in mind then we'd get somethinng closer to morrowind, which had open ended faction questlines to promote non-linearity, a mainquest that didn't require you to dedicate yourself to it from a narrative standpoint, and being unable to just "teleport" anywhere.
I wish they would design Skyrim with exploration in mind, not with linear missions in mind like Oblivion.
I most certainly disagree:
15 Daedric shrines
many landmarks
unmarked oddities
goblin tribes
Ayleid statues
nirnroot
Shadowbanish wine
isolated settlements
side quests to be found
wayshrines
doom/rune/heaven stones
roadside inns
dungeons/dungeon design variations (Vilverin, Sideways Cave, Fingerbowl Cave, Black Rock Caverns, etc.)
nature itself (I love my waterfalls)
etc.
I find this stuff by running (or riding) off and exploring. I don't get it as a by-product of fetch/kill quests. :shrug: