There are times that I think TES could benefit from being a little closed off at times. I'm not asking for the world to be made smaller or linear (heavens no) but maybe at times you'd be stuck doing on quest and have to see it through.
Remember Hackdirt? The quest was pretty neat, but I think it suffered because of how open it was. You ran into the town, climbed through a trap door, and ran away with Dar-Ma.
I never did it that way.
The first time through, I talked to everyone, investigated everything, waited until nightfall and talked to the guy, snuck in to the inn, snuck in to the caverns..... That was just the way the quest played out.
Now that I've done it and know what to expect, most of my characters still do it that way. Again, that's just the way the quest seems to play out. I have very few characters who would just say, "Look! A trap door! I'm climbing down there right now because I'm sure that's where Dar-ma is!"
I find, most often, that the people who just rush through quests and don't get the full effect are the ones who don't actually roleplay - instead they metagame. They see a trap door and they know that that means you're going to end up going through it, so they just go through it right off the bat. And yeah - that sort of spoils the fun, which is why I don't do it.
Now - there is a question of whether or not Beth should make some parts of quests more linear - require certain actions or such specifically in order to force the people who would otherwise just rush headlong through a quest and miss all the subtleties to take their time. I can see an argument for that, but I'd prefer that Beth not do anything to make quests more linear. Honestly, bluntly, I think that the people who metagame and rush headlong through the game and end up not enjoying it as much as they would otherwise are solely responsible for their own lack of enjoyment. I don't believe that it's Beth's responsibility to cripple the openness of the game just because some people don't take the time to appreciate it.