1. This is a franchise-wide aspect. You can think of it as a flaw, but only in terms of what you want from a game. If being Archmage meant I could not be harbinger, however logical or cleverly implemented, it would still restrict a lot of playesr' actions re: how they want to play. But at least you concede that "something" you do matters
If my past actions (in the form of a quest or npc-interaction) exclude me logically from embarking on some other aspect of the game, I would consider that a thoughtfully written part of the game. I rarely, if ever see that occur in Skyrim. Yes I agree it is more of a franchise-wide criticism, but enough time has passed to expect more from this particular sphere of RPG development
2. An example for you- before you take on the MQ, you can clear out a fort near Whiterun. It's infested by bandits. if you clear them all out, the Empire takes over the fort. The gameworld reacted to your actions
You're telling me that since each and every action doesn't have detailed consequence, the game has no consequecnes. You cannot sway me with that premise
These are what I call "apparent" consequences. Yes, it is satisfying to see things like this happen, but how does that contribute to how the game world perceives you? It changes how you view the world, but it does not affect your relationship in any way with the Empire. You cannot (well logically there are reasons) claim that you did that and want a reward or recognition from the Empire. Imagine if, instead of simply clearing out the fort, there was a small force of Imperial troops outside the fort who you could talk to and either 1. offer aid in assisting them take the fort over by clearing the bandits yourself OR using your speech skill to convince them that they can take the for OR use your barter skill to say you are a traveling merchant who would like to set up shop in that fort, and you would pay them alot to attack the fort. All of these options would make the Empire like you better or whatever. OR you could decide to kill the Imperial pigs at which point a contingent of Stormcloak troops would show up a few days later, giving you the same options. I mean I just thought of these options in under 2 mins. Quests like that offer increased choice, enhanced repercussions, and a dynamic effect on how the world reacts to you. The Empire simply moving in after you clear it out is just a poorly thought out and lazily implemented consequence.
EDIT: Barter as in the merchant perk in the speech tree lol. Forgot im not playing FNV =p
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if you say that the game SHOULD have those detailed consequential aspects, I will be right next to you agreeing
Is that not our duty as informed consumers? To demand adequate standards in an aspect of a game?