As for Oblivion's quests? they were all short in my opinion. They at least weren't balanced because the Dark Brotherhood was way too fast and the Thieves Guild took forever and was so long. And the fighters guild was long too while the Mages quild was very short.
The main quest was very easy with high speed and athletics.
Oblivion's faction quests were more in quantity *and* had a better story in my opinion. Skyrim makes up for the lack in faction story quests by adding in Shovelquests, or endless activities you can repeat as defined in Daggerfall. Could it be you figure Oblivion's to be too short because you are also counting the Shovelquests of Skyrim when performing faction quests?
Not only did Oblivion have more faction story quests to accomplish, which provided more content as to what the faction was all about, they just had a better plot, not to mention the last Thieves' Guild quest literally being an "epic" among standard jobs, much to how I feel about Skyrim's Dark Brotherhood final. It was lengthy and I felt engrossed in it, because it was difficult to do flawlessly and I felt accomplishing something by going beyond the bounds of what other quests had you do and beyond the bounds of what normal men could fathom.
That's the beauty of these two games' faction stories. They were better than the main storyline. I can't tell which is worse in plot, Oblivion's or Skyrim's. Oblivion had you *not* be the hero (which some can argue is a good thing because being the hero of legend can be cliche) and Skyrim had the abrupt "thanks for the help, bye" ending without "resolving" the story. Remember English/Literature class in secondary school where you talked about literary plot elements? Exposition, Rising action, Climax, Falling Action, Resolution? Where's the Resolution of Skyrim's main story? I can't bring myself to spoil what you can call an ending, though most who have played at least the beginning can figure out at least one piece. You "did the deed" and that is it. You go back to normal Skyrim life after a short cutscene. Where is the tying of loose ends? What happens now? I'm really asking much of Bethesda because not even Morrowind had a defined resolution. I mean, the sky is clean of blight and people herald you as their savior and in Oblivion the city is repaired and the temple contains a choice relic as a testament to what occurred, but that's it. Skyrim took the little bit of resolution and threw it out the ****ed window! (Number1)
Sorry, I got sidetracked. In debunking the idea that Oblivion's faction story quests were lacking, I ended up berating the series' main story fails. But that's up there, so that's done and over with.
Skyrim took the sense of accomplishment from faction story quests and threw it out the ****ed window! (Number2) There were no ranks (and goodies to go along with said ranks) nor the amount of people in the factions with to feel superiority. They had "rising action ascensions", for example a Companion member to Circle member or New Recruit of a choice army to Officer. But they are not steady increases. Yes, in Skyrim, you can become a Student-turn-Archmage in 12 Bethesdays, or 7 hours.
You can say rising ranks are pointless in these Elder Scrolls games. But apparently so are the skills that Skyrim packed into multiple uses that Morrowind once were independently leveled (one handed weapons and two handed weapons from longblade, shortblade, blunt, axe, spear, yadda). Or the different ways to carry light, such as candles and lanterns instead of just torches.
Or, you know, light in general.... Skyrim took the need for carrying light and threw it out the ****ed window! (number3)
Okay guys I really apologize I keep going off on tangents. I'm gonna stop now.