Okay, I just beat Zelda: Spirit Tracks for the first time. As the credits rolled, the game flashed back to all the characters in the game I had met, all the people whose lives I had changed for the better... I had reunited a wife and husband, saved villagers from evil pirates, found a woman her true love, showed a child the wonder of the big city, helped a village defend itself, made one man rich beyond his wildest dreams, gave a young boy his dreams of flying, saved the business of a local fisherman, took a young explorer beneath the waves of the ocean to a forgotten temple, gave a soldier closure about the death of his best friend, and so much more... in addition to saving the world, defeating the great evil, and getting the girl.
That little game on my DS made my actions matter. The characters mattered. They all had history, personality, dreams, and a brand new future I helped create for them. The game allowed this and acknowledged my actions, rewarding me, often with treasure, sometimes just with verbal recognition.
Skyrim has very little of this. The world is big, the options are plentiful, and the gameplay compelling... but the world of Skyrim is, well, robotic. My main character feels quite unimportant in the grand scheme of things. Sure, he may slay a dragon or shout indoors or steal and get caught, but so few of my actions have any substance to them. It doesn't matter what I do; the game goes on regardless. It doesn't matter who I kill or spare, who I steal from, which factions I join, which towns I visit, which quests I do... the world, and those charactes, just go on (unless I kill them).
What's the point of freedom if there are so few repercussions for both good and bad choices?
It's not like Bethesda is any stranger to this. Look at Fallout 3; you could nuke an entire town... and it WOULD affect the game dramatically. Characters die or mutate from the radiation, resources from that location (and a potential home) are wiped off the map, and your decision is widely reported upon and acknowledged by others, either in person or over the radio broadcasts. It was a true roleplaying experience with true consequences and true repercussions.
Skyrim... as good as it is (despite all those game-ending bugs)... Skyrim just doesn't have that. I agree. It is soulless. Fun, vast, epic in scale... but "epic" is meaningless to me when the small, intimate, personal details are ignored or forgotten.
In Mass Effect 2, all my actions in the game, and the prior game, come back to reward or haunt me. There is an entirely optional moment in that game where I can help in a mini-quest to get medicine for a colony if I convince the person in charge to agree to a new contract, but she's defiant. Angry. Bitter. And as you talk to her, you find out way... she lost her lover to these people, and it destroyed her emotionally. As you talk to her, you get to the point where this "business deal" becomes something far more personal and raw, and it ends with her falling to the floor, weeping in tears, finally coming to terms with the death of her lover after so many long, hard years and agreeing to a new contract. That moment is more powerful than a hundred dragon slayings in Skyrim... and it made me feel like my character mattered, not just to a whole universe, but to these small, individual people as well.