Arkose: You can even accrue quests through NPCs' incidental dialogue. If someone suggests you might want to join a certain faction or mentions a rumour the associated quest is automatically added without you even asking for more details first.
In real life, and in turn in most RPGs, if someone offers you a job you're not interested in you can specifically say so rather than just walking away. Walking away doesn't even count as role playing because the game mechanics not only don't support your make-believe actions but actively contradict them: as far as the game is concerned you accepted that quest and are still taking part in it, forever.
Actually, your real life comparison works rather good here. You read about a special item / event from the past by reading a book, learn about places while talking with others or hearing of interesting / dangerous / whatever places from other NPCs. Don't see these as quests (which you wouldn't in RL), instead as a mental note which you can but don't have to follow.
For me this really added to the questdesign / immersive world. I also can't think of any other games where this has been done so well / believable.
While I do agree, that there should be a way to drop a quest from your menu or plain say no to it, it probably interferes with the current capability of the questsystem (like the gameengine interferes / shows it's limits with the whole civil war questline). The following consequences needed and to knock off any possible interferences with other quests, seems rather daunting big to me.
Let's take the start of the Dark Brotherhood as example: you enter the house and talk with the kid:
- accept it (vanilla version)
- killing the kid (turning in to the guards won't work, they stated in random chatter to know about him / won't interfere), consequences?
- say no with adding the consequence of the DB being after you relentlessly for the rest of the game, as you're actively destroying their reputation
assuming you accepted / done the job, next stop would be the meeting with Astrid
- doing what's been asked (vanilla)
- refusing / attacking Astrid (vanilla)
again, let's head the most likely way and we're now up to meet the DB at their base. From now on, you simply can't quit or deny anymore without the consequence of them all turning against you (not acceptable to let a traitor with internal knowledge / base location live).
Sounds fairly doable, doesn't it? Well, let's take a quick look for the Thieves guild.....
I'd like the option of going with Mjoll against the thieves guild for example. Let's think it would be possible and what's needed to do so:
- find evidence of activities / who's involved in the TG (everything else comes out as a mindless murderer on a rampage)
- once you have that, go for them, bringing them to justice / killing / whatever (several options)
- insert counteractions from the guilds supporter, including Maven and her influence on the court / Jarl (lots of options / possibilities)
- getting more evidence to go for Maven and what to do once you have them (several options)
- possible split in the questline, concerning the Jarl's involvement - is she and her court: just incompetent and clueless / somewhat or parts of the court involved but wanting to get out (or not) / deeply involved and out to get you? (near endless options)
- Now add a possible switch of the Jarl's (at any time between this questline possible) during the civil war questline on to that....
This is just a rather quick and dirty choices / consequences questline and as you can see, far from being finished - there's a lot more options / possibilities coming afterwards or that I haven't thought of inbetween.
Now add roleplaying onto it. How much do you need, to get everything your way, considering all options / roles / outcomes / consequences?
Summit: God, i wish Obsidian did the writing and quest design and Bethesda everyting else.
Well, I'm glad that didn't happen. Considering F:NV you started buried six feet under, taken out by a robot controlled by a mysterious stranger who seems to know all and couldn't find a better suited guy to do his jobs then a dead one, your brain pieced back together in a wooden cottage by a (seemingly) medical genius. Depending which road you took, you may go through a village with almost all inhabitants murdered and the ones who done so freely telling you, so you can spread it (which happens exactly once with no consequences following). Next stop is sending some ghouls with a rocket to outer space....
Don't get me wrong, I liked F:NV. And while I see how others might dislike F3 for it's "in your face good / evil decisions / storyline" (which Bethesda clearly avoided on several occasions in Skyrim), the whole story came a lot more believable over, where F:NV took the wacky road.