Back to race-related things, and the fact that the speech skill-tree - and conversations in Skyrim in general - are just serviceable, without being something to draw people in. Where Mass Effect and even Obsidian's Alpha Protocol showed conversations can flow neatly with various things like skills and character-classes factoring into available dialogue options and intervening contextual actions, we're yet to see Bethesda display a similar tact outside of just giving you a list of things to say. We'd like to see certain dialogue options only open to you depending on where you've been around the world, who your character is aligned with and what your actions within any given town mean for the townsfolk. It may seem like a weird comparison given their drastically different tones, but this is something Fable got absolutely spot on. After finishing a quest or achieving a certain level of reputation the NPCs of the world were constantly in awe of your presence and whatever the general word about town was surrounding your history. Again, whilst we don't want Skyrim to turn into a John Cleese-infused chuckle-fest, a greater sense of your actions in the world as the population-saving monster-slaying messiah wouldn't go amiss. For the most part the Skyrim at the end of the game felt very much the same as the one you walked into when it came to impacting that world.