Carrion
Arcane
Aside from shoving quests in your face, the quests themselves are much worse than Oblivion as well. Sure, Oblivion's quests were mostly just linear crap, but at least they made you do lots of different things. Skyrim is a huge step backwards since the quests are just as linear but even more repetitive. I think it's alright to have an infinite amount of radiant kill/fetch quests since that is entirely optional content and can be easily skipped, but many of the "actual" quests are just the same shit. The Thieves Guild quests are mostly dungeon crawling, because apparently you don't fight draugr nearly enough in the game. The Mages' College is nothing but dungeon crawling, just like the Companions. Almost every Jarl has a shitty radiant fetch quest. Daedric quests, save for a couple of really short ones, are all very simple fetch/kill quests, some just have you running around more than others. Oblivion at least had some variety in these quests.
Sure, the dungeon crawling in Skyrim is more fun than playing Oblivion, but the quest design is still incredibly uncreative. The only really good Skyrim quest I can think of was the Windhelm murder mystery since it at least gave you some freedom and had multiple possible outcomes. The Thieves Guild quest in the Markarth Dwemer museum was fun too, and quite ironically it was the only time that questline actually felt like the Thieves Guild even though I got that quest from a fucking mage. Haven't completed the civil war yet but a couple of the Imperial quests have offered a nice amount of variety as well.
Why did they even bother having stuff like NPC schedules in the game? It's not like they use them in any way. The most fun I had with Oblivion was when I stole a rich guy's huge Ayleid artifact collection at level three which included stuff like bribing the orc that was guarding the house, pickpocketing the house key, entering at night when everyone was asleep, using invisibility potions to get past the remaining guard and casting a feather spell to be able to carry all that stuff out of the house, and I don't think that was even an actual quest, it was just something I decided to do to get some money. Skyrim doesn't really offer a lot of room for creativity because the cities don't have any interesting or challenging locations and the quests are all about dungeon crawling.
I also liked the way the guilds were made in Oblivion. That's one of the few things they actually got right. Each guild had a different structure and different requirements for joining. There were a lot of smaller quests you had to complete before you even got to the main plotline of these guilds. In Skyrim it's just *BLAM* WEREWOLVES IN YOUR FACE or OHSHITANANCIENTARTIFACTOFMYSTICPOWER right from the start. Three of the four guilds also have a Chosen One "plot twist" and the one that doesn't makes you sell your soul to a daedra. And of course it's not like you have a choice in the matter, you've just got to do this idiotic shit to advance in the guild. The Dark Brotherhood is overall very good, though. At least it somehow feels like a guild, the writing is at least passable and the quests are fun despite being too easy and simple. Although I'd really like to ask them why they sent a dozen assassins after me before I joined them, but apparently I can't do that.
Sure, the dungeon crawling in Skyrim is more fun than playing Oblivion, but the quest design is still incredibly uncreative. The only really good Skyrim quest I can think of was the Windhelm murder mystery since it at least gave you some freedom and had multiple possible outcomes. The Thieves Guild quest in the Markarth Dwemer museum was fun too, and quite ironically it was the only time that questline actually felt like the Thieves Guild even though I got that quest from a fucking mage. Haven't completed the civil war yet but a couple of the Imperial quests have offered a nice amount of variety as well.
Why did they even bother having stuff like NPC schedules in the game? It's not like they use them in any way. The most fun I had with Oblivion was when I stole a rich guy's huge Ayleid artifact collection at level three which included stuff like bribing the orc that was guarding the house, pickpocketing the house key, entering at night when everyone was asleep, using invisibility potions to get past the remaining guard and casting a feather spell to be able to carry all that stuff out of the house, and I don't think that was even an actual quest, it was just something I decided to do to get some money. Skyrim doesn't really offer a lot of room for creativity because the cities don't have any interesting or challenging locations and the quests are all about dungeon crawling.
I also liked the way the guilds were made in Oblivion. That's one of the few things they actually got right. Each guild had a different structure and different requirements for joining. There were a lot of smaller quests you had to complete before you even got to the main plotline of these guilds. In Skyrim it's just *BLAM* WEREWOLVES IN YOUR FACE or OHSHITANANCIENTARTIFACTOFMYSTICPOWER right from the start. Three of the four guilds also have a Chosen One "plot twist" and the one that doesn't makes you sell your soul to a daedra. And of course it's not like you have a choice in the matter, you've just got to do this idiotic shit to advance in the guild. The Dark Brotherhood is overall very good, though. At least it somehow feels like a guild, the writing is at least passable and the quests are fun despite being too easy and simple. Although I'd really like to ask them why they sent a dozen assassins after me before I joined them, but apparently I can't do that.