I was reading this article on Euro Gamer about the S.T.A.L.K.E.R. series after the developer, GSC, recently shut its doors, and I felt the author made a very valid point:
Compare that to the constant faction vs. faction warfare going on in Call of Prypiat. I've played CoP and Shadow of Chernobyl and the author is spot on - the player character is totally unimportant. You are just another Stalker and no one cares until you do enough shit to make a faction even take notice of your existence. I haven't played the prequel to the series, Clear Sky, but I've read that it was criticized by some S.T.A.L.K.E.R. fans for making the player character "the one and only savior of the world with magical powers" (a la Dragonborn).
Note: This criticism does not suggest Skyrim or the other TES games are bad games, nor does it suggest that the S.T.A.L.K.E.R. games are better overall; I just think this one feature is handled in a superior manner. There are many good reasons to play TES games, and plenty of reasons why the S.T.A.L.K.E.R. games could have been better. I myself have twice the number of hours played for Oblivion and Skyrim than the S.T.A.L.K.E.R. games, but I still think it is a valid criticism.
EDIT: If anyone likes the kind of open-world where you aren't the centerpiece, you should also check out the Mount and Blade series. You start that game with a horse and some money and then the developers say, "have a good time." You can expect cities and castles to change hands without your input on a regular basis.
This put in words what I was feeling every time I played Oblivion or Skyrim, but couldn't quite put my finger on it. He's right, almost nothing happens in TES games unless the player character causes them to happen. Sure, there are random encounters in Skyrim, but they don't matter the second you walk out of the area. There's a civil war going on, really? You can't fault my skepticism with all that non-fighting going on between the Imperials and Stormcloaks. A demonic invasion in Cyrodill? Pfft, you never have to worry about those Oblivion gates, even that one that is 50 feet from a town. Nothing will ever happen unless you progress through the main campaign.GSC were absentee developers. In this sense, that's a good thing. Throughout playing any of the three Stalker games, it's difficult to feel like their attention is ever really on you. Instead it's on organising a hillside scuffle between the dog-things and those boar-things. Or orchestrating some skirmish between two gangs of Stalkers, or maybe some bandits. Or swirling up some horrendous, traveling anomaly, that will pull you into a whirlwind of radiation and wind, before flaying you alive. But it wasn't created for you - you just happened to be the dummy that walked into it. Idiot.
It's a world that exists despite you, rather than because of you. In an industry where a game like Skyrim has enough stuff for you to stumble across and trigger to distract you into thinking this is a living, breathing world, GSC actually managed to do it, for the most part. There are still scripted sequences, but those became less and less prevalent across the development of the three games, until Call of Prypiat just dropped you into the Zone with a vague mission to investigate some downed choppers and left you to it.
[...]
But that's part of the point; the Stalker games create an environment that is apathetic of you at the best. It doesn't make allowances, or pay any undue attention to what it is that you're doing, and that's liberating. It means the game has stepped back and allowed you the space to enjoy your own story, rather than the one that has been prepared for you. Even if that story is some minor, insignificant tragedy that is followed by a quickload and a second attempt, it's yours.
http://www.eurogamer.net/articles/2011-12-18-retrospective-s-t-a-l-k-e-r-article
Compare that to the constant faction vs. faction warfare going on in Call of Prypiat. I've played CoP and Shadow of Chernobyl and the author is spot on - the player character is totally unimportant. You are just another Stalker and no one cares until you do enough shit to make a faction even take notice of your existence. I haven't played the prequel to the series, Clear Sky, but I've read that it was criticized by some S.T.A.L.K.E.R. fans for making the player character "the one and only savior of the world with magical powers" (a la Dragonborn).
Note: This criticism does not suggest Skyrim or the other TES games are bad games, nor does it suggest that the S.T.A.L.K.E.R. games are better overall; I just think this one feature is handled in a superior manner. There are many good reasons to play TES games, and plenty of reasons why the S.T.A.L.K.E.R. games could have been better. I myself have twice the number of hours played for Oblivion and Skyrim than the S.T.A.L.K.E.R. games, but I still think it is a valid criticism.
EDIT: If anyone likes the kind of open-world where you aren't the centerpiece, you should also check out the Mount and Blade series. You start that game with a horse and some money and then the developers say, "have a good time." You can expect cities and castles to change hands without your input on a regular basis.