There's times where on Master even with potions, unlimited use was seldom enough
Because that's how they constructed it. To me that's an artificial level of difficulty when you can go through a stack of potions in your menu screen, and need to do it again 6 seconds later because there's 8 guys wailing on you and a mage hosing you down with spells. It's not a terribly enjoyable form of balance to me. Combat ends up spammy on both ends of the spectrum.
And yet those 3/4's are larger than most full games, DLCs, and expansions. I think you're completely underestimating how much work has to go into open world games with plenty of options.
Er, I played Oblivion. That showed pretty clear how much of a cut 'n paste job Bethesda was working from. They've obfuscated that a lot over time, but if you look hard enough, you'll see it again and again. For example, Nord tombs and Frostbite Spider Lairs in Skyrim. I appreciate how much work it takes. I also appreciate how a good formula makes it possible to crank that **** out quickly. (And having enough artists to dress it up in different stuff.)
And it's not like other RPGs are magically super balanced either. Plenty have abusable mechanics or playstyles that weigh more effectively than others, and they're linear. So by your logic, that'd be inexcusable
I think you're substituting your logic for mine. I do agree that it's a product of the openness. But on the other hand, I just bought this game for my brother, an avid RPG gamer who has never played a Bethesda game in his life. The first real observation from him about the game? "Why the hell are these bandits dying in one hit and they're not even scratching me?" And that was before he even reached Riverwood. He didn't have a playstyle to speak of, and it already struck him as too easy. He didn't have to use a single potion until he pissed off a shopkeeper and got jumped by the Revenge Squad, who was a whole tier above him. Watching a newbie play Skyrim was actually pretty educational, because of the amount of stuff he didn't know about and didn't need to, to steam roll everything.
I don't require that games be perfectly balanced. I do require that they have enough balance to makes the gameplay meaningful at default difficulty. Skyrim is pretty sporadic in that regard, in my opinion. Smithing only exacerbates it.
If that was the case, then why are the storylines seldom the focus of TES games, considering their length? The main quest is just as much of the game as the side quests, or the guilds. It's the whole experience, not the part.
Are we talking from the player's perspective here, or the dev's? Because Bethesda games are driven by the storylines from the dev's perspective, that's where a large amount of the work goes. And in Skyrim in particular, I feel like they've focused way more on appearances than they ever have before. I'd point to the tutorial dragon attack as an example of that thinking.
Skyrim is literally the premier Mountain Vista Simulator on the market right now and that's what I think has sold it to people more than anything. The Dragon Fights, which are terribly balanced, are all about appearances. Can you honestly say you weren't sick of dragons by your 10th one, or that you didn't find the fights themselves shallow at some point?
I feel like Bethesda emphasized a lot of things in their game that puts it on par with a production like MW2. Where they want to give you a cinematic experience and that was at the forefront of their thinking. It doesn't stop it from being a Bethesda game, with all the open world work they do and the vast amount of content they generate. But once the novelty of both Dragons and staring off a 1,000 foot mountain wore off, the experience was a lot less glamorous.
I also heartily enjoy your concept of proclaiming TES to be akin to story driven linear experiences when it's the antithesis of that.
When you've played 3 characters in a Bethesda game, it starts to feel a lot more linear that it did at first blush. Subtract out all the sites you know, all the loot you know is there, all the mini-quests, and you're left with a lot of stuff to do on the periphery of the map you never get around to. You end up doing a lot of the same things, the same way. Not all quests have an alternative to explore either (in some places frustratingly so, like the Thieves Guild quest which is, in terms of outcomes, 100% linear.)
Does that make the whole game linear? No. Becoming linear? Consider having to do everything up through Whiterun, and maybe even up through the Graybeards, to really be on the "main game." Consider how many staged events and "epic moments" there are along that path.
I like Skyrim plenty but I definitely got the impression they wanted to deliver more movie-quality experiences. And personally I think the way game play mechanics shook out is where some of that time should have gone. Because it's the mechanics that are stopping me picking Skyrim back up, and not the epicness that makes me want to play it again.