@Vexchaneu I love this discussion and I couldn't agree more! I have been a fan of the Elder Scrolls series since Arena (I even own a copy of the demo, which was where I first experienced it as a kid). I always was fascinated with the world they created. Daggerfall made religion in depth and although everything was pretty cookie cutter with randomly generated quests, they captured this feeling of an enormous world and huge thriving cities. Having to ask for directions was always an engaging experience for me.
Here is the thing, the Elder Scrolls use to limit you based on the skills, race and gender your character was. In Morrowind, this was very much the case and it encouraged you to play a variety of different styles, raced and gender. Skyrim does none of this. A big example that took me out of the game was playing a Dark Elf character. In the Stormcloak main city, Dark Elves were put into slums and racism and prejudice ran rampant. Regardless, my character did all the quests for the stormcloaks and helped drive the empire out. With that, they said, "Thanks!" Exclusion based on character decisions doesn't have to be a bad thing and can really open people up to try new and different things. Race and gender mean only one thing in the game. Appearance. Sure there are racial advantages, but those really do boil down to minor details as you level.
There needs to be more variety and a feeling of freedom like stated, but that freedom can have ramifications based on your decisions of who your character is. I hate the ability to be a jack of all traits and 100% a game with one character as it brings me out of the world.
Oblivion started to move into the inclusion of everyone, but at least in their defense, they had some very riveting stories in the guild quests. Skyrim simply tried to one up Oblivion in their quest lines, without making them seem intimate. We always look at Oblivion's Dark Brotherhood quest as example of something special, and there is a reason for that. The characters seemed unique, the quest lines, inventive on how you accomplished them and the overarching tale seemed to grow and shape before our eyes.
They need to not worry about making things seem more epic and focus more on creating convincing and unique worlds that offer genuine freedom of choice.