>>15232858
Games don't have to be realistic. You don't have to make the run speed of the main character low enough that you take days to get from one town to the other, specially considering that IRL that may not be the case. I used to have my holidays on some shitty village in bumfuck nowhere and you could reach the nearest village in ten minutes walking, the second nearest one in 20 minutes if you took a shortcut through a ghetto rigged path, and around one hour to the third nearest one.
The main problem with Skyrim is the same as the main problem with Oblivion: there is a lot to do, but all of it feels the same. So yes, you have one hundred dungeons, but only four types of dungeons that all play the same, and then just ten more dungeons with more unique mechanics. Play between 15 and 20 dungeons and you will get the same experience as if you went for 100% completion. This is the reason Daedra missions are most of the time the best part of TES games, because they are all very different and even batshit insane. It is why Shivering Isles was so fun and magnitudes better than the original game, because it was smaller but had a much bigger attention to detail (the drug addiction dungeon was fucking genius); it is also the reason behind Oblivion gates being so boring, because there may be a lot of them, but they all play the same and might as well have been randomly generated like a shitty roguelike, which would only work if the gameplay was really outstanding, which it was not.
If Skyrim had 40 dungeons, but they were all worth visiting, by putting a different boss in each one of them (like those draugr bosses in those dungeons related to rebuilding an ancient and powerful pendant), or by giving unique and actually useful loot, or by including unique puzzles, or fuck, by giving them unique aesthetics, like Skyrim's Asura Star mission, or Oblivion's Vaermina dream dungeon, which weren't all that interesting mechanically speaking, but made up for it with their trippy aesthetics, it would have been a really different game. Reduce the map size in half, or even two thirds, and get rid of everything that won't offer the player a unique experience. That's how you make a good open world game.