Skyrim one of the best RPGs ever made. Anybody who disagrees is a contrarian nostalgiafag better suited to dicking in their parents' basement for 500 hours trying to figure out what a stat in Grimoire does. But it's not without numerous and massive flaws.
Skyrim's Pros, listed in order of significance:
- TES lore is the most interesting metaphysical thoughtplay in the history of gaming. And in fiction generally, only Tolkein defeats TES in the masterful depth and breadth of meaning buried under literally everything in the game. Unless you're a complete brainlet, the lore elevates the entire experience exponentially.
- The best handcrafted open world in history, period. Roads clearly lead you where you need to go, while also presenting nigh infinite temptations to explore the wildnerness. Succumbing to that temptation is worthwhile, as hidden environmental storytelling never fails to deliver an experience worth having. Locations and enemies are spaced out perfectly to make exploration feel at once comfy, awe inspiring, surprising, and tense.
- Jeremy Soule knocked it out of the park, once again. And this time around, Bethesda interspersed the music with long pauses of silence, allowing the player to immerse himself in the sounds of Skyrim's natural environments and populated areas. Auditory atmosphere is perfect.
- Visual aesthetics -- top tier.
- The DLC is excellent, adding extra layers of roleplaying, awesome NPCs, great quests, great combat abilities, and the best dungeons in the entire game. Dragonborn is best, Dawnguard is only slightly lesser, and Hearthfire is a worthwhile addition.
- The main quest is a solid addition to the series. It's an epic tale. Epic tales are good things when they're done well. This epic tale is done well. 15 years ago, nobody would have complained about it -- the ASOIAF "everybody needs to be secretly an evil sexual deviant who only cares about earthly delights" mentality that everybody has recently adopted will have its day on the chopping block too, so be ready for the shift when it happens.
- The Daedric quests are good. Each quest is unique, matching the unique personalities of each Prince.
- Factions you can join: Greybeards, Blades, Empire, Stormcloaks, DB, Thieve's Guild, College of Winterhold, Companions, Bard's College, Thane of 9 different holds, Dawnguard, Volkihar Vampire Clan, and House Telvanni. Thats 22 factions, 14 when you call being a thane essentially one faction, all of which are completely distinct from one another, and a few of which lock you out from joining other factions. Additionally, some other groups could be considered factions you can join -- Reiklings, Thirsk, and Frostmoon Pack.
- Dragon shouts are sick. Being the Dragonborn is sick. The lore (obviously) makes them even sicker. You're a curmudgeon if you don't like them.
- Combat is fun, and provides lots of options for roleplaying.
Skyrim's Cons, listed in order of significance:
- Lots of factions. Lots of very, very, very shallow factions. Day 1 -> join faction. Day 2 -> you're the chosen one! Day 3 -> you lead the faction. Skill requisites? Not needed, apparently. Gay. That alone makes the factions shallow... but wait! There's more! Each faction was on the rails (except for DB regarding two choices). You are the legendary dragonborn chosen one, or whatever... and yet you're nothing but an errand boy. Thieves guild forces you to be Nocturnal's bitch; I want to side with Mercer. Companions forces you to side with the companions; why can't I hunt down the werewolves instead? College of winterhold is just a mess of explaining absolutely nothing while you run around like a chicken with your head cut off. And I could go on. The factions, though distinct and based on a good foundation, were executed so poorly I can't believe they were ever greenlit.
- Cut content. Why bother even having a civl war faction if you're going to make it suck so badly, especially compared to the designs you had in place? Why would you cut the arena? The Daedric quests were supposed to be absolutely stupendous as opposed to just good; why cut the best parts? Where is my dynamic economy, Todd, you faggot? Cut lore out the wazoo (see below). Cut miscellaneous and faction quests. Just... come on, Bethesda. Hire some devs who want to make the game good, NOT devs who spend their Game Jam making giant mudcrabs or werebears. Jesus fucking Christ.
- Combat is fun... until it isn't. It breaks at the midgame, because the whole leveling and damage calculation systems are so damned stupid that it gave me a stroke in 2011. Actually, I'm having another stroke right now just thinking about it.
- So many opportunities for skills that were lost. So very many... Speaking of which, where the hell are my spears? You even had a dev that made and animated them just for fun.
- Virtually no options to roleplay outside of combat. Absolutely ridiculous.
- NPCs worse than Oblivion and Morrowind, better than Daggerfall.
- Most quests are kill or fetch quests. Boring.
- Dungeons are linear trash.
-"Puzzles" are insulting.
- TES lore is the best. Skyrim's lore is the weakest since Morrowind. Kirkbride wrote a ton of absolutely top tier content that never got implemented, because the devs are a bit simple in their preferences. Remnants of it remain, keeping the lore better than most everything else if you dig deeply enough, so that's why the lore remains in the pro's section... but its lessened state also makes it a con. This tells you everything you need to know: