yes of course youre right! Quest design does play a role in to that as well. But what I mean is, well the presentation on a visual level. Now I am very much focused, yeah, biased on visuals. Because that is something I have to work every day with. Designs and all that.
And one of the things games use to catch attention is visuals and the presentation of those. It plays a very important role. I can only mention Drakensang here, because I think they did at least that part very well - now the game had other issues, but overall Drakensang 1 and 2 have been pretty nice role playing games, and they do a great job of giving you the feeling that youre playing inside a "big" world, the quests support this very nicely. But the way how the visuals are used within the limitations of the game, helps as well.
I am thinking about situations like those for example, which are much easier to realize when you KNOW that there are limitations and that you can show places which the player will never have to visit. Like big mountains/castles/cities in the distance. - Not to mention that those also leave room for imagination, something games today seem to lose in their design. In Both Skyrim pretty much all locations can be visited, and that can make you dull at some point. Same for New Vegas even. And I think it also has the issue that the designers "burn out" on ideas. Its simply impossible to make 100 interesting and stuning locations compared to like lets say only 20. There is only so much epicness you can throw in a place with 2 schacks. And it even leads to situations where potentialy awesome areas/quests are somewhat ruined by the fact that there is to much between it, like the Boomers living right next to Vegas ... the whole world was cramped. Sometimes less is more. And then you have all the other factions in there, Legion, NCR, Brotherhood and so on ... no 5 min. from each other as far as the distance goes.
What I mean:
you can hand place the scenery in to the game and thus gain a lot more controll about what the player should see and what he should not because now that you know, that not all the stuff has to be visited, you dont have to "render" everything infront of the player.
This here feels in my eyes a lot more believable and interesting compared to the way how Skyrim/Fallout 3/Vegas do their "scenery", because it feels much less artifical. For the fact that it actually is hand placed. There is a purpose to it. As strange as it sounds.
Imagine you get to a visually very stuning place like this
http://geoheritagescience.files.wordpress.com/2013/01/skyrim-mountains.jpg
Just to move one step ahead, to see a whole "mountain" pop out of the fog, because of engine limitations. Games like Skyrim forget that they are first and foremost "games". It has not to always look realistic or be realistic, even with the landscape. It has to how should I say? "Fitt" the game as whole. This "hyper realism" we see recently in many games is rather qustionable in my eyes. Because when those games do something that is breaking the 4th wall, throwing you out of the experience (like bad quest design for example ...) then it hurts the game as whole. I guess even a game like Monkey Island or Fallout 1 can do a great job of creating the feeling that youre exploring a huge world, because it feels coherent.