I also said there are other ways to add this variety and in a more natural and less-forced way. Its not a problem that can be solved by one fix alone
The "problem" is that even one fix wasn't introduced. There were no fixes, unless you want to count metagaming into ignoring the script entirely. I provided an example of only one thing that could've been done, merely to make the point that even adding one single dialogue option to one key conversation could create a whole new gameplay option with minimal investment. I'm certainly not arguing that that's the ONLY one that should be introduced, nor did I even imply that, so I'm not sure what it is that you think you're rebutting here.
Instead of just "do the quest or don't" as a function of what the game lets you do or by intentionally ignoring it, the game could be more dynamic without requiring infinite options.
Sure. Again, I didn't argue that my suggestion should be the ONLY thing implemented, nor did I even imply such, so I have no idea what it is that you believe you're rebutting.
The problem with the OP's post is that while it says a lot, it says nothing. There's nothing really to discuss without specific examples.
Yeah - I've read that recurring complaint. I provided a specific example, to which you've responded as if I argued that that's the ONLY thing that should be done.
I'm not unfamiliar with the tactics employed by those who value giving the appearance of "winning" an internet "debate" more than they do the actual exchange of information and presentation and anolysis of viewpoints. There was a demand for an example. I provided one. Now please address that example honestly, rather than using it in pursuit of some bizarre strawman peppered with diversions.
Specific examples of how to fix the MQ in OB without just doing it like they had it or not doing it at all can be imagined, they just didn't do so.
Certainly. However, the game as written didn't even include a credible approach to not doing it at all. Sure we can discuss any number of options in between those two extremes, but again, the game as written
didn't even provide a credible approach to not doing it at all, much less ways to play something between those two extremes. As a starting point, I provided a simple way that they could've provided a credible approach to the extreme of not doing it at all. Anything beyond that is just that - beyond that. I certainly didn't preclude any such thing - I merely started with what would seem to be the most basic alternative to following their script - not following their script.
Instead of starting with Kvatch burned to the ground before you even leave the sewers and having the Emperor's escape and handing you the Amulet happen at the very beginning of the game, what if Kvatch was intact at the start and you have to meet the Emperor and start his "escape" quest at a later date?
Sure. You could have ways to postpone the beginning of the single script, but that doesn't provide any alternate scripts - it just affects the point of the start of the single one. I'm not sure how that's pertinent to the subject at hand.
Maybe the Emperor eventually summons you to his chamber via messenger when you get enough fame and are high enough level. You can refuse the summons, but doing so is a crime. Now you have a permanent and non-removable bounty. its a choice if you want to live with that consequence, but you don't HAVE to go.
Say what? In the first place, this smacks of the same suggestion I made - merely an option to opt out. You've criticized that for, apparently, not being "natural" enough and being too "forced," and now you're advocating doling out a "permanent and non-removable bounty" for refusal? I could see taking a hit on reputation, but a "permanent and non-removable bounty?" How is that anything other than "forced?" That immediately makes the "option" no option at all, or about as much of a choice as your choice to give me all your money or not if I put a gun to your head and demand it.
Then, IF you do start the chain of events,
How do you start the chain of events now? You've got a permanent and non-removable bounty - you can't even get close to starting it.
....have more options for how to complete quests, more dialogue options to show your motivations for why you are agreeing to said quest, and checks on your level and/or skills that delay the next stage in the questline by people not having the appropriate information for you yet and they don't finish researching it until you reach that milestone.
Yes. More options are good. That was sort of my point from the beginning - I gave an example of ONLY ONE option in order to demonstrate that the inclusion of even just one option would have a profound effect on the game - certainly, again, not to argue that it's the only such that should be included. Or, for that matter, even that that specific example should be included. Merely, again, to illustrate the effect of adding even a single dialogue option and a few triggers for events that are already a part of the game anyway.
To me, something akin to this is better than for the quest to go away on its own because you refuse it.
That's fine. Yet
again, I'm not advocating that this be the only thing changed, or even that it necessarily be done at all - it was just a specific example (you know - the thing the lack of which people have been decrying) of a thing that might've been added to Oblivion, presented to illustrate the effect the addition of such a thing could have, and specifically to illustrate the potentially profound effect of the addition of one single dialogue option in one key conversation, and that to counter the recurring notion that any change would have to be essentially infinite in scope in order to make a difference.