Has anyone played Arena? Do it and then say Skyrim is bad. Also out of the more modern games Oblivion is worse than Skyrim. Sure it has better U.I. and perhaps slightly better character customization but other than that it isn't better in any way and worse in every way. Mods change that but it's not fair to compare a moded Oblivion with a vanilla Skyrim.
I had a blast with Arena. It's quite a different animal than later games, yes, but I believe there's so much to learn from Arena. For instance, Arena handled the big and small world best. Each city has a constructed environment around it, the buildings are placed much more orderly than in Daggerfall. These cities are not connected by a swath of empty land, despite persistent rumors. No, each city is its own island, but a well-scaled island that I feel like I'm in a city. The overworld map still gives me a sense of scale, I'm told how far and how long I travel. I think TES needs to return to this dual-layer world if it wants to give us gorgeous sets without them being 1/100 dioramas. That is to say, rather than a monolithic overworld like Oblivion, we have several smaller overworld maps to fill in the span of the province.
I confess that my opinion of Arena is perhaps enhanced because I used a third-party program to remap the keys for playing the game. I was annoyed Skyrim wouldn't let me map the Favorite key (for reference, I use RDFG instead of WASD), and I play Arena to find out I couldn't map any of the keys. Of course, that same program I use for Arena, I had to use for Skyrim. Daggerfall, Morrowind, and Oblivion didn't give me such control issues. I can see a 1994 game being clunky and unintuitive, but a big budget AAA title in 2011? That should be an embarassment.
Was Arena repetitive fetch quests? Yes. Were those riddles REALLY HARD? Yes. Did I almost lose my artifact because I forgot what shop I left it in for repairs? Yes. Is that pause after a music jingle, after I leave a building, annoying? Yes. That doesn't stop the thrill I got when I found a shop has an Ebony Left Pauldron of Passwall for sale. I'll never forget the feeling I got when I saw the treasure chest containing my first artifact, Oghma Infinium. At that point, I was still cautious and paranoid of the darkness before me, the possibility of a sneak attack behind, the cries of trolls my warrior could never have faith to kill. By the end of the game, I'm decked out in ebony and adamantium, and vampires are an enemy I fear but cope with. I grew as a player, and my avatar reflected that, and I felt achievement when I collected a staff piece.
As for Skyrim, if I have trouble even controlling the game, I'm going to have trouble playing the game. The keymapping issue and UI are a double-deuce of insult to a PC gamer who chose his platform partly because he could map game keys the way he wants. The factions like College of Devr--Winterhold that crown you the leader for the great task of opening a doorknob just exuded this aura of "we couldn't care less writing this." There's an in-depth review of the Skyrim Thieves Guild faction over on TwentySided, by Shamus. I started that faction but felt too uninterested to continue the faction even with my stealthy characters, and the article does a good job explaining a host of reasons that, from what I personally played ingame, turned me off. When Brynolf spoke to me, I just got this bad vibe like I wasn't going to have fun. With Oblivion, when I found Armand Christophe, I felt like a kid being let into a secret cool-kid's club. With Skyrim, I'm led into a gigantic toilet (it's a sewer cistern after all) full of folks telling me to [censored] off. Why do most people join gangs and mafia? Because someone they care about is a member. If I don't like the people representing the faction, I'm not going to stick around. Even Morrowind's Thieves Guild has some semblance of invitation. Eartha Kitt (no really, listen to those purrs again) tells you to break into a house to get 1 diamond, and you find 2 diamonds, she still lets you keep those.
The level-scaling is still obvious. Instead of the Forsworn upgrading to magically indestructible leather to soak the trauma from your daedric warhammer, they just get stronger, their armor has no effect on their skin's ability to withstand being sawn in half for several tries. At least a Briarheart has an excuse of being a reanimated super warrior. Unless you craft your orcish armor, you won't find it in a treasure chest UNTIL you're past level 25. So why should I go into a cave at level 15 with the hope I'll find an ebony helmet? I know the game won't spawn it, I've observed the game not coughing up these things until I reach a certain level. So why should I go into a dungeon at all? What's the incentive? There's no artifact to be had in there. Most of these dungeons aren't full of story, folklore, and easter eggs unless a radiant quest uses them. Almost all enchantments to break down can be found in stores. If I'm an adventurer and I have money, the first thing I'm going to do is outfit myself in better equipment, and I'll wind up outclassing everything I can find out there in the wild world. If I don't want to explore for treasure, and I don't feel like factions are worth my time, then what am I playing the game for? The cinematic opening and borderless cutscenes? I've probably played about 60-70 hours, but everytime I think about playing more, I remember why I turned the game off last time. Ragequits don't even do that to me, and Daggerfall made me ragequit several times, which I came back to playing the next day. Skyrim and Oblivion are the only TES games I feel tired the more I play of them. When I stop playing Arena, Daggerfall, and Morrowind, it's because I'm done with what I wanted to do. I can't get that far with Oblivion and Skyrim, but Skyrim has this baggage even with the factions.
I never felt Skyrim was an all-out effort, I feel like it was just a business decision that grew overzealous about a specific launch date. Oblivion felt like much more energy was behind it, I can see the care made for the game when Lucian's carcass is suspended from the roof beam. With Skyrim, I see compromise and dischord. I see Farkas transform, that's a pretty big deal. It's a big secret the Companions just can't let a newbie walk off knowing. They can't just murder me, so they have to keep me motivated to stay loyal to them, but giving me the curse as well. That's logical, right? So what's all this inspirational stuff Kodlak says and writes about a stranger who was really at the wrong place at the wrong time? I thought I wasn't supposed to know the secret because I was new, why all of a sudden am inducted because of a Chosen One logic? It's not consistent, someone must have written the script one way, and someone else completed it a different way.
Did I enjoy those 60 hours? The first 40, I'd say definitely so. That's that thing about deciding if you get tired of something, it's never this snap sudden decision, it's a gradual sense of fading enchantment. In Oblivion I needed to take time to find its gems, but Skyrim shoves me all the gems up front and all at once. I have the same fondness for the Companions as I do the Oblivion Fighter's Guild, but the latter was something I savored after a longer time investment. With the Companions, I asked myself "that's it?" And Wuuthraad would have been better if there were more elves in Skyrim; ironic the axe good at slaying elves is gained in a land famous for making elves extinct.
Since I'm still currently playing Daggerfall and beat Arena earlier, I still have "current flavor" syndrome. After some time passes when I'm done with Daggerfall, I could be less biased for it. I want to like Skyrim more, I want to start it up and feel AWESOME again, but there's such a lack of polish in its already simplified mechanics that it interferes with how I enjoy other TES games. Yeah Daggerfall is rife with bugs, but Daggerfall was incredibly ambitious with its content, not at all a "safe" project. To answer OP's question, I could give a snap yes, but after I've done the guilds in Oblvion already, I almost never want to touch that game again. So I'll have to say no, but it's a "no" that has more to do with the sheer magnitude of Oblivion's failings rather than the mediocrity that plagues Skyrim on a wider amount of criteria.