First of all I want to say I'm enjoying Skyrim a lot but I believe that this new streamlined rpg trend has lost an essential rpg features that I'd love to see in the game. This essential feature is meaningful choice. If you want a choice to have meaning, there has to be consecuences to your choice and I think Skyrim has very little consecuences for the few true choices the player makes in the game. Let's see. In the character progression side, the player chooses skills but it has no limit at all: you can be a master smither, master alchemist and master enchanter all at once. In most RPGs choosing your skills means that you can specialize or be a jack of all trades, master of none. In skyrim, in time, you'll become the jack of all master trades. The goal of this system is to let players change their playstyle in the fly with zero problems. That is a good thing and a very streamlined feature but it diminishes the importance of chossing your skills. The faction system works more or less the same. The player can join the thieves guild where it's completely forbidden to kill and then go join the dark brotherhood with no consecuence at all. You can actually join every and all guilds without consecuence. The only minor exception is the civil war questline where you can join the stormcloaks or the empire but the consecuences are minor because the questline is really similar and there's no true consecuence in the world for your decision. You deliver the jagged crown to ulfric and then go wander in solitude like a boss. Most quests are completely linear and only a few of them offer a player a binary choice at the very end but again, the only consecuence for this joice is getting another weapon or not. There's no consecuence for siding with daedra or betraying friends. Same thing happens with dialogue, all of them are linear and there's no wrong option that leaves you out of the quest or something like that. This kind of design decisions are a trend in many many games (and cinema, televisiĆ³n, etc...) out there because devs don't want players to feel frustrated or to be locked out of some content. This decisions mean that a wider audience will buy and enjoy your game but it also means that rpgs are not as free as they used to be. Of course you are free to wander the world in any direction you want but once you get somewhere, you only have one thing to do. Which modern game would you say that has meaningful choices? Also, I'd like to have a nice and flame/troll-free discussion here. Thanx.