I happen to enjoy the game, mostly because I don't break immersion just by having a marker on the compass. I mean, it's impossible for Adventurer to have a compass, right? Or mark something on his map?
And while the dungeons backtracking is sort of strange, it's a hell of a lot better than getting stuck in a hole and having to reload. If we were going for 100% realism, there would have to be a entire minigame based around shoving a full suit of Elven armor into your backpack. Not to mention your hundreds of dwarven arrows that should be impossible to carry. Oh, and swimming in heavy armor? They should take that out, because it's totes unrealistic. Most of the light armor too.
There is nothing wrong with the player having a compass. The problem is that it does far more than a compass should, usurping the player's ability to solve problems on his own. I see nothing wrong with allowing the player to use the compass to find NPCs or landmarks that they know (this is especially useful given that NPCs can move around).
The problem comes when you can see everything (lost ancient ruins, forbidden treasure, fugitives, level bosses, evidence of a crime), regardless of whether you have good reason to know where it is. These things should require the player to explore, investigate, and think. Combined with the linear dungeons, there is no reason for the player to do anything beyond walk in the specified direction and kill the draugr/bandits in his way.
Furthermore, the limited dungeon design gets old fast. There is no reason to search for hidden passages or loot while plowing through corridors of identical draugr, because the only area of interest is the final chamber containing the boss, word wall, and big, unmissable chest of generic leveled loot. There's no mystery about what might be hidden behind the next door. The need for ubiquitous convenient back doors would be removed if players were again allowed access to intervention scrolls and mark/recall spells, or even more interesting modes of transportation such as jump, levitate, and speed enhancement. This makes dungeons into challenges that are overcome by player versatility and foresight instead of repetitive slogs.
As for trainers, who gets more skilled in armor within an hour/week? Crazy. They need to go. For that matter, the HP system should be replaced by a DF like system that requires hours of pouring over your old anatomy texts to find the most optimal place to stab the next bandit.
Also elves and dwarves and dragons never existed and shouldn't be in the game. Why are there so many caves? What about the polytheism that shouldn't be so prevalent during that time period?
TES VI: History Class.
I never heard anyone complain about this. Most of the complaints are about the removal of interesting features that existed in previous games.
I was complaining before they announced Skyrim. I knew TES series were ruined when Oblivion came out. It's just less skills, armors, weapons, magic, etc, etc and more graphics, combat and "streamlining" for casual players (they actually mean dumb players I think) from now on.
Meh, it's not perfect but it's still fun if you don't play it like the way you played Morrowind.
You mean spamming the jump button while you move around?
Is this really any different from spamming spells while walking in Oblivion or forging a thousand iron daggers in Skyrim?