Not true, Skyrim has far superior dungeon design then Oblivion as they have elements of environmental storytelling, scripted events, some creative encounter and level design. Unlike in Oblivion where every single dungeon looks and plays the same.
Dude there's no game on earth with worse dungeon design than Skyrim. They're straight corridors occasionally broken up by """puzzles""" or copy-pasted encounters against a single enemy type.
It's peak comedy that Skyrim gives you a local map when you're in a dungeon.
What are you even talking about? "Spin the pillars to match the icons" and "put the hand in the slot" are the most intelligent puzzles ever designed, and you need to be a high-IQ gamer to solve them!
But, despite being mostly gutted, Oblivion has at least a hint of RPG systems still left over from Morrowind. The skills mean something, the quests often have multiple endings or non-combat solutions, and it's possible to build different characters of different styles.
Maybe we played different games or something, but of what multiple endings or non-combat solutions in Oblivion quest are you talking about? Are you referring to using sneak or illusion to complete quests? Well, same could be done in Skyrim too, but I won’t call it a “solution”, rather a way you achieve said solution/ending, and I can’t recall multiple endings or even choices in Oblivion quests/questlines (maybe some minor ones like failing Thieves guild initiation or fighter’s guild protection quests, maybe final fight in Arena; but all of them boil down to same conclusion). While in Skyrim you have mutually exclusive branching paths with some C&C. (Legion/Stormcloaks, Greybeards/Blades, Dark Brotherhood/Penitus Oculatus, daedric quests, redguard’s quest etc).
It’s possible to build different characters in Skyrim too, sure you can easily switch between them, cause that’s the direction they went with: one long and continuous playthrough compared to Oblivion’s lack of any direction, except auto-level everything and call it a day.
Well for instance, there's one quest that involves finding who stole a painting from a castle, which is essentially open-ended. It doesn't hold your hand (I mean it kind of does, but it does it through requiring you to comprehend and understand unreliable dialogue rather than a big fat quest marker saying "search this room for a clue!!!"), and at the end you can essentially blame whoever you want, which will remove them from the game permanently.
https://en.uesp.net/wiki/Oblivion:Canvas_the_Castle
There are several quests like this, and I don't remember anything equivalent existing in Skyrim. When Skyrim DOES offer open-ended quests, it's always "Follow quest marker to option A, OR follow quest marker to option B". Even though it's a choice, it never requires any thought, reasoning or intelligence whatsoever.
The quest that made me completely uninstall Skyrim was the "discover why the house you bought is haunted" quest (
https://en.uesp.net/wiki/Skyrim:The_House_of_Horrors). When it was first given to me, it was presented in such a way that I thought it would maybe be an investigation, and allow me to think about something. It uses wording like "investigate the abandoned house", which I thought meant investigate the abandoned house. What I ended up getting was a completely linear quest that essentially amounted to following a quest marker to pre-determined points in the house, and not make a single worthwhile decision or observation. It was designed as a theme park ride, nothing else. This is par for the course for all quests in Skyrim and it makes the game a miserable experience to try and actually play.
Oblivion is definitely not the smartest or most well written game out there, and it's FAR from perfect, but in comparison to Oblivion, Skyrim is literally a game for retards