100% agree. For me it seems as if the 'false freedom' (of having all characters being able to experience all of the main quest) has resulted in a lack of 'true freedom' (having choices, and having meaningful consequences of those choices without which the choices are really just cosmetic), because Bethesda have wanted all characters to be able to experience every single quest.
Completely agreed : I was thinking quite along the same lines - that while people here all want "choices", they absolutely don't mean the same thing by that. Explains a lot of misundertandings in that thread : at first, I could not understand that people could talk of choices and refuse point-blank a suggestion that would implement the opportunity of making some important ones, and have them matter.
As you said, there are those who want choices as in, choice and consequences : "I chose to be a stealthy character, that means I don't get to get away with berserk combat, nor can I be, say, member of the mage guild because my magic isn't high enough, or of the fighter's guild since it doesn't make sense they would tolerate a sneaky bloke in their midst". Branching quests, that make you pause and think before you decide on a course of action, because you know it's going to matter, and that you might lose something with no going back.
And there are those who want "choice", as in, having to do the possibility to do everything in one run, like you mention - claymore-wielding, fireball throwing thief. Problem is, you don't get to do that if you remove absolutely every consequence to your actions. Completely unrealistic, of course, but I can respect it, I guess : you play a fantasy game, you fashion yourself into a semi-god without having to deal with the usual limitations of RL. It's just I don't enjoy that, myself. To me it's like playing in god mode. Fun for about five seconds.
It's one of those issues where Bethesda will have to go one way, or another. There's no doing both. Makes me kinda sad, cause I have no doubt of the outcome.
The ending of Morrowind was interesting due to all the ambiguity in what you'd done ("is this a hero's ending or was I just Vivec's pawn?")... but could have been so mind-blowing if you had actually made the choices that the Neverarine makes, instead of being forced into them.
It's true in general for Morrowind. If you search for a highly moral ground there, you were out of luck. :lmao: For all his demented dreams of destruction, there's a lot of what Dagoth Ur was saying that rang true.