The side quests in Fallout 3 had a lot more choices compared to Oblivion (there were also a lot less of them, which would be dissapointing in an ES game, but that's another discussion).
I think (or at least hope) that Bethesda have recognized that multiple-choice, multiple-ending quests are a lot more fun. In FO3 the main quest was still very linear, I hope that ALL the quests in Skyrim are more open-ended.
And have meaningful consequences for other quests and other factions. In Oblivion it was as if each faction existed in a world of its own, with zero influence on the 'main-quest' Cyrodiil or each other. The Blackwood Company thing was quite cool, but BC were not joinable, and the whole conflict still had zero influence on the world at large, so it felt very half-hearted compared to Morrowind guild/house interactions.
I agree wholeheartedly!!
1) Not all mission and features should be bash bash bash, or have only one possibility.
2) You should deal with the consequences of your act. Killed a quest dealer receiver ? Sooooo sorry.
3) Killed half a town/house/can and now people hunt you like a dog ? Deal with it or reroll.
4) Interwebbed main to side quest etc is all the must fun.
5) Screwed with the main quest in one way ? So sorry get your brain on and try to deal with it another way.
6) More evil quest for evil characters that happen to do the right thing for some reason (inexorably and slowly svcked by the main plot by maybe curiosity, fame wish, cash wish side plots etc. Thats all about TES core present in Arena, Daggerfall and Morrowind and sadly lacking in Oblivion main game.