I'm afraid it's rather long, but that's to be expected with a game of this size. I tried to split it into easily digestible categories.
Art and World Design
I think this point is undisputed. Skyrim is artistically sublime. Each region has a very distinct look and feel, although this cannot be said for most dungeons. The palette of caves, barrows and Dwemer ruins is pretty much identical. Morrowind’s rather futuristic interpretation of dwarven ruins with a yellowish lighting might have been beneficial to increase dungeon diversity, but this is only a minor issue.
Yet, Skyrim falls short in some areas due to unnecessary technical limitations, such as low resolution textures and not taking advantage of present day PCs. Most of these would have been rather easy to change, as we can see with a plethora of mods improving the graphics quality of Skyrim shortly after release.
Setting and Main Questlines
After the very well done introduction, I was totally hyped. A war between the Empire and Stormcloak rebels, threatening the extremely fragile and costly peace with the mysterious Aldmeri Dominion. Who would gain most out of which situation? What is everyone’s agenda? And on top, the return of dragons. The setup could hardly be better. If you take a step deeper into the story, the characters appear to be fleshed out really well. Nobody is clearly a good or a bad guy, and their motivations are comprehensible. Sadly, this is about where it ends.
The main quest is not only a surprising kick in the nether regions for lore buffs, it also doesn’t help new players to delve into the lore of this astounding franchise. Motivations and purposes are contradictory, several concepts and ideas are thrown about and none is explored or explained any further after quest is complete. Why do we suddenly learn of a Dragon War we never heard about before? Why is Alduin called the World-Eater? What is the nature of his supposed tyranny? What does it truly mean for me to be Dragonborn, how did that come to be? Why do you send me to get an Elder Scroll to learn Dragonrend when we already know that doesn’t work to defeat him? Where did the portal to Sovngarde come from? Why does Alduin need a portal in the first place? Why don’t we learn who Shor is? Why is Alduin suddenly mortal in Sovngarde? And so on.
Even after we finish the mainquest, nothing is explained, neither from Paarthurnax, Esbern or Arngeir. We only learn that Alduin might return again. And that’s it. Furthermore, our whole adventure doesn’t seem to have any impact on the world whatsoever. Nothing is changed. In Morrowind, we disabled the Ghost Fence and the pest storms, in Oblivion we closed the gates and were revered as the champion of Cyrodiil. In Skyrim, all questgivers are totally secluded and disconnected from the world as it is, and nobody seems to notice after the deed is done. Overall, this was a very disappointing experience for me, safe for the – again – artistically very well done locations of Blackreach and Sovngarde, amongst others.
Factions
The Companion questline is utter nonsense. Not only can you only become a werewolf by joining, you also have to become one to proceed in the quest. This takes away two choices with one stroke. Further, the whole plot is incredibly rushed, and you are almost immediately recruited into the circle, without any sense of progression within the guild whatsoever. This is a problem with all factions, though: There are no ranks anymore. Instead of reestablishing the skill and attribute requirements from Morrowind, which made you work for the position you held in the guild, there is no more hierarchy whatsoever. It’s zero to leader without any steps in between.
Nowhere is this more apparent than in the College of Winterhold. Noone has ever become Archmage faster. The plot is incomprehensible, as nothing is explained or developed once again. Which is incredibly underwhelming, given the magnitude of the appearance of a Psijic Monk and the Eye of Magnus – what was that thing, anyway? At least the College holds some interesting sidequests, which cannot be said for the other factions.
Overall, the factions are shallow and needlessly underdeveloped. I would have expected the opposite, given the much smaller scope of only 4 in contrast to Morrowinds 10. Also, again, the completion of either questline has no effect on the game whatsoever. People still tell me to join the College, although I’m the Archmage. This is a huge step back from previous games, and one I can’t wrap my head around.
Dungeons
Given the lackluster questlines, the meat of Skyrim are indeed the dungeons. Caves, barrows, ruins. In contrast to Oblivion – and this is probably the biggest improvement – almost all of them have a rather unique design, although the same resources and parts are used over and over again, which makes the experience somewhat predictable. As mentioned earlier, a bit more variety between the different dungeon sets might have helped.
Nevertheless, the quests you get in dungeons are the more interesting ones. They are surprising diversions and a huge step up from previous games. The only two problems I have that first, most quests are limited to that specific dungeon. This makes Skyrim feel more like a themepark than a sandbox, because every dungeon is rather disconnected from the rest of the world. And second, the quest design is the same in most cases, as you defeat a boss at the end and get a chest to loot – with rather disappointing contents most of the time. This doesn’t allow for many different approaches to solve such quests. Actually, it doesn’t allow any at all.
Overall, dungeons are a huge improvement. The sad part is that they make up almost all the content you get to experience in Skyrim.
Sidequests
The sidequests are much more enjoyable than the questlines. Because they are short by design and don’t try to be anything else, bad writing isn’t really apparent. In fact, the short length of those quests rather benefits the writing. I thoroughly enjoyed most of them, especially the daedric ones. Well done.
NPCs
I really like the new dialogue system. It doesn’t take you out of the game as Oblivion did and most recent RPGs do, too. So that’s the bright side.
However, dialogue options are basically nonexistent. Even if you get different options to choose, they always have the same outcome. Whether you want to accept a Daedric Prince as your lord or not, your choice has no effect on the game. This is a gigantic disappointment, considering the promotion of their Radiant Story system which supposedly watches “everything you do”.
Further, all NPCs are bland and generic. Because there is no longer a way to influence their disposition towards you, except for quests – and those are rare to begin with - , everyone reacts “neutral” towards you. In Oblivion, stupid as the minigame might have been, I at least could make everyone smile if I wanted to. In Morrowind, I could taunt everyone until they attacked me. Skyrim has none of that. Even if I beat someone up in a brawl, he greets me with “Good to see you, friend.”. And when you try to kill him for his obliviousness of your resentment, he turns out to be an essential and immortal NPC.
Overall, NPC interaction is a humongous step back from previous games.
Scaling
I was rather pleased with the enemy scaling on my first character. Every encounter was challenging or even impossible. However, progression is fast and you quickly become a demigod (unless you are a mage). I feel there is a lack of challenges in higher levels.
However, the problem of item scaling is worse than ever. There are very few hand-placed items, and merchants magically start to sell better equipment once you reach the appropriate level. Citizens’ houses rarely hold anything of value. The lock level of a chest doesn’t have anything to do with its contents. This makes most exploration endeavors unsatisfying. Furthermore, certain quest rewards are scaled to your level, and you are unable to get the better version later on. Again, you are being punished for completing quests at a low level.
Character System
Oh boy, where to begin. This could be its own thread, and indeed we have seen a bunch of those already.
The whole thing is a dumbed down (not streamlined), shallow, confusing, incoherent and unbalanced shadow of its former self – which had its own problems to begin with. Many possible builds from previous games are gone once again – among athletes and monks, mages took the hardest hit, with most of their spells simply removed. I will try to address each skill individually.
Destruction
As all magic, Destruction magnitude does not scale with your level. This is not only a severe problem for mages in higher levels, it is also inconsistent with other skills, defying the whole streamlining premise. Instead, you can reduce your magicka cost and even reduce it to zero, which makes the whole point of skilling magicka as a mage obsolete. Even more, because your damage with skills won’t increase with your skillevel, a character with Destruction at 10 is equally skilled as a Destruction master, provided both have zero-magicka-usage-gear. It’s the opposite of the long time Elder Scrolls premise: You get better at what you do.
The perks are mostly fine, although Impact is sort of a “must have”.
Alteration
Same basic problem as Destruction, and all magic schools. Because of fixed magnitudes, the *flesh spells are no match for real armor, which has no drawbacks for mages anyway. On the other hand, ridiculously powerful spells like Paralyze, which should have been balanced with magicka cost, can become a real gamebreaker.
Illusion
This school got a lot of its appeal from influencing NPCs in dialogues by charming them, so they would accept your as their friend for the duration or give you better prices. As this functionality has been completely ripped out, Illusion is left with fear, calm, frenzy and invisibility. The problem with the first three are their level restrictions: By the time you get to use them, most enemies are already on a significantly higher level, and your spells just won’t work. Which makes Illusion especially difficult to level. Invisibility, on the other hand, is incredibly powerful in conjunction with Sneak, and should be balanced with magicka cost as well.
Restoration
Aside from the aforementioned scaling issues, this skill provides little useful spells to begin with. Turn Undead rarely works (same as Illusion spells) and is not helping to defeat your enemies either. Wards are difficult to use and provide no benefit over a decent shield – because they have a rather long charge-up, you cannot use them when you need them the most. For healing, you are better off with potions.
To get some functionality back, Restoration needs to regain its Fortify Skill, Resist Magicka/Fire/Frost/Shock and Cure Disease spells. All effects are in the game, there is no reason to withhold them from Restoration users.
The Respite perk is a bit too strong in my opinion. Stamina regeneration speed is an important factor in balancing heavy and light armor, and this perk nullifies that.
Conjuration
By far the most useful magic school. Conjuring atronachs is your best way to deal damage as a mage, although there should be more possible summons. Further, there should be more bound weapons and armor spells – bow, sword and battleaxe are just pitiful options compared to previous games. The perks are fine.
Enchanting
Several problems with this one. First, the Fortify Skill enchantments don’t actually fortify the skill, but one of its effects directly. This is the opposite of streamlining once again. As a player you have now several bonuses and numbers (perks, skills, enchantments), and the documentation is so bad that you have no idea how much which effect contributes to your overall abilities. Second, the restrictions on where you can place an enchantment are frustrating, confusing and arbitrary. Third, the magnitude of most enchantments is too high, outshining artifacts by far, and in some cases providing more bonuses than the actual skill itself (see Destruction). Fourth, the skill is useless in lower levels, because everything you can possibly find is better than what you can craft. This also stems from the design that you first have to disenchant something to make something new, which is generally worse than the original item. Fifth, staffs are still useless, because you can’t make your own you have to rely on the ones you find, and they don’t get better with use. The Enchanting level should scale the magnitude and charge cost of staffs.
The perk descriptions are sometimes not quite clear. The master perk that lets you put two effects on one item is insanely powerful, whereas Soul Siphon is severely underpowered, especially for staffs.
Block
Blocking is one of the most enjoyable combat options in Skyrim. I can’t find much wrong with this, except I think the magnitude of the Elemental Protection perk is a bit high. 50% fire, frost and shock resistance is a huge amount for an actually un-magical skill.
Archery
I really enjoy the bow as well. The staggering perk is a bit weak in comparison with Destruction’s Impact, and Hunter’s Discipline is rather pointless. But otherwise, I think Archery has improved quite a bit in Skyrim
One-Handed and Two-Handed
They are basically the same, so I think I can group them here. Not much to tell, the perks that were supposed to provide a better distinction between swords, maces and axes are quite lackluster, but overall, it seems the development focus has been on these combat options. If only the rest would have gotten the same attention. Why are there no finishing move for magic, archery and unarmed for example?
Heavy Armor
The armor skills are a mess once again. They are just too similar. You can circumvent heavy armor’s drawback either by getting the Conditioning perk or The Steed guardian stone, which makes it the preferable choice over light armor. Disadvantages while sneaking can be negated with perks and enchantments. The Fists of Steel perk is either bugged or useless by design, as it only applies the base armor rating as extra unarmed damage, but doesn’t consider skill level or upgrades.
Because there is no armor degradation in Skyrim, you can also easily abuse the armor skills to level up fast, just by letting something hit you and healing back up.
Smithing
Smithing becomes insanely strong in conjunction with Enchanting or Alchemy. Such synergies have caused a lot of ridicule for Morrowind as well, but Smithing has more relevant inherent flaws. First of all, it’s incredibly easy to level just by crafting iron daggers. You would assume that lower level gear gives less experience, but this doesn’t seem to be the case. Second, upgrades are a flat bonus and not a percentage of the damage/armor rating, which makes upgraded low level and low rating gear relatively stronger than high level and high rating gear. A steel dagger with a damage rating of 15 can be upgraded to 45 (+200%), whereas a glass dagger with a rating of 27 can only be improved to 57 (+111%). Those are numbers without any benefits from Alchemy or Enchanting.
Another problem is that equipment that doesn’t have a specific perk in the Smithing tree cannot be upgraded to the highest level, no matter what. This includes several artifacts such as Savior’s Hide, which means that in the end, upgraded equipment will be better than divine artifacts.
Light Armor
As mentioned above, the armor times are too similar. Light armor provides no real benefit over heavy, except that you get the perk that makes your armor weightless a little earlier. The perk that increases your stamina regeneration isn’t such a big help, either. As it currently stands, light armor totally misses its target audience of agile characters, which are virtually extinct from Skyrim. Light Armor perks that provide more defense are quite pointless, because if I wanted more defense, I would chose Heavy Armor in the first place. Instead of reserving it as a master perk, the basic perk should provide a chance to dodge attacks, and heavy armor should retain its inherent movement penalty. Or even better, bring the dodge from Oblivion back.
Lockpicking
Because the minigame is manageable even on low skill levels, the Lockpicking skill is 100% obsolete, as are its perks. You should not be able to attempt high level locks with a low skill level, and lockpicks need to have more weight and value.
However, a big problem is that most locked chest don’t contain anything of value in the first place.
Pickpocket
A real joke of a skill. Because you still need to sneak to pickpocket, this skill is rather superfluous. Worse is that you basically have to level it by abusing the savegame system. The perks are rather nice, though.
Sneak
Sneak is really fun in Skyrim, sometimes challenging in lower levels, incredibly powerful with the Shadow Warrior perk, plain godmode with the right enchantments to perform 60x damage sneak attacks. While I think you should be able to kill humanoids with one hit while sneaking, this becomes rather ridiculous in the case of larger enemies like mammoths and dragons.
Speech
Because NPC interaction in Skyrim is crippled, this is basically just Mercantile. For what it’s worth, it’s a decent Mercantile skill. Except that you can’t barter anymore, and thus level Speech whenever you sell or buy something. You can’t avoid leveling Speech. They removed Athletics and Acrobatics for this very reason, yet they repeat the same mistake again.
Alchemy
Not only does Alchemy have a lot of exclusive effects that used to be magic spells. The magnitude is also insanely high. This makes it preferable over any magic school and is, like all crafting skills, best utilized with a warrior type character.
Overall, the character system is even worse than most critics before launch feared. Even with the terrible effects of spellmaking gone, nobody thought they would effectively kill magic to this degree. Agile characters have been removed from the series as well, with no benefit for light or unarmored, no way to increase running speed or jump height, no way to dodge in combat. The loss of options is mindblowing, and easily dwarfs the cuts from Morrowind to Oblivion. Personally, I have no hope that Bethesda returns to a system with more options and freedom.
Some Words in General
The overall development philosophy of Skyrim seems to be one of less options and gradients, but more defined categories and boxes. Either an NPC is your friend or not. Either you can do something or not. Either you picked a perk or not. Either you are Archmage or nobody. Either you are thane and can buy a house or you can’t. Yes or No. 1 or 0. This leaves no room for different approaches. Once you get a quest, there is usually only one way to solve it, even if the dialogue suggests different options.
And questing, sadly, is more dependent on quest markers than ever. NPCs give directions to your objective very, very rarely, so you have to rely on the marker on your map to have the faintest idea what you are supposed to do. The journal entries are also awfully short, miscellaneous quests don’t have one to begin with. To see all of this after the amount of feedback that was given after Morrowind and Oblivion is quite saddening.
There are many more little issues, good and bad, which I could not hope to address here. But I guess this wall of text is long enough as it is.
Conclusion
Skyrim is a vast and beautiful game with varied dungeons, an intriguing setting and interesting sidequests. This is sadly diminished by a watered-down character system, a lot of handholding and little perceivable influence on the world.