Holy shit.
In some way, Skyrim is unique, as it's one of the most detailed open world games out there, but that's just because Bethesda has ridiculous resources to waste on mappers. Still doesn't mean the maps are great, nor makes the game good at all.
Deadly Reflex still is infinitely better than any combat system Bethesda has invented.
HOLY FUCKING SHIT I AM MAD.
What can I expect from the fanbase that actively rejects multiplayer, the only thing that could make modern Bethesda games fun.
Yes, but no. Thing is character skill in things like lockpicking has absolutely no meaningful weight in the minigame, but outright removing player input would not be a good idea. As mediocre as Skyrim was, I don't want to imagine how fucking insipid it would be if it relied on pure P&P mechanics. I guess it would be exactly like a P&P campaign with the worst, most railroading GM you could imagine.
Imagine Oblivion or Skyrim's minigame. How could we make it rely more on character skill to make it more "realistic"?
Could a totally clumsy character still lockpick a lock? Yeah, if he gets a "crit", which involves both player skill and dice alignment. Should he? Probably not, he has more to lose if he even attempts to do it.
Yeah, more or less. The idea would be to make an easy to use map tool; drop in some default tilesets, characters, music, visual effects for most common settings (fantasy, sci-fi, 20s stuff, you name it), add a way to implement rule scripts (request dice from player and if it succeeds, trigger damage calculation, for example) and some simple default rulesets, as well as some default weapons and attacks, a chat and a networking system and you are good to go. Most of the things would be controlled by the GM so you wouldn't really have to care much about balance or even gameplay (literally "modders will do it", except in this game it's justifiable because that's the point), nor complex AI (some pathfinding or path definition would be good to avoid overworking the GM), not even about writing. All you have to do is the engine, piss easy to use tools and the assets, which would admittedly be painful to do but still much less work than any modern AA or even A game.
In game, players take control of their characters, and the GM takes control of the rest, both NPC and enemies alike. Every dialog is between the GM (with one of its many identities/NPC) and the players, every fight is between the GM and the players, and so on.
Just allow map edition on the fly, with easy to use ingame tools, and then let the players connect to the GM's server. It pretty much makes itself.