How is that at all connected to what I said? Of course Morrowind has miscellaneous quests. Its faction quests were relevant, however. Oblivion has hardly any relevant quests at all, which is understandable since it barely had factions, just extracurricular activity clubs.
Relevant? Relevant to what, the main quest? What would a non-linear game be if everything was connected to that main quest? And as I remember, only three factions were relevant to the main questline, and you could only belong to one of them at a time without glitches.
Imperial is just another word for the Cyro-Nordics, introduced in Redguard, filling in the empty space that Daggerfall never explained. Learn your lore.
Morrowind also made Argonians playable for the first time. Are you going to complain about that?
I'm well aware of their introduction in Redguard. But note that Redguard is not Daggerfall As for the Argonians, as ThatOneGuy said, it's orcs that became playable, and they were already in the game.
In the context of this discussion you can substitute any word from http://dictionary.reference.com/dic?q=wrong&search=search or http://thesaurus.reference.com/browse/wrong list for "wrong" when it applies. We're in a position to call it wrong because the aim is to create an experience of another world, when it fails to create the feeling that we are indeed in another world, then it's wrong.
Let me go over it again.
TES is all made up. It's not real. And Bethesda owns it, so they have the right to do whatever they want with it. And at the end of the day, only they can judge whether they feel they were "right" or "wrong" because they were the ones who made it.
And just because you didn't feel it was the experience of another world doesn't mean that everyone felt the same.
http://en.wikipedia.org/wiki/Madurodam, a http://en.wikipedia.org/wiki/Miniature_park is a painstakingly crafted world, it was made with great detail, it is highly unlikely that such a painstakingly crafted world could be a "representation," especially when there are all sizes of unique and distinct cities. Never mind that the buildings don't reach above my knee.
That's nothing like Morrowind. Vvardenfell was a very small island with life-sized buildings, trees, people, flora, fauna, and a low population count.
C'mon, don't put up an other strawman. I have consistently been saying that things such as the "sudden" appearance of Imperials, the scale of the game (the world didn't change size), and other such things are not caused by lore and have no implications on it. Neither are we talking about Oblivion's internal inconsistencies.
No, it is contradictory to previous lore, Cyrodiil was previously said to have no native race. And if Morrowind is a representation, it's still inconsistent with how Daggerfall was portrayed because every inch of Morrowind is crafted in detail, leaving no room for hundreds or thousands of imagined unimportant settlements with no relevance.
What we are talking about is Oblivions failure to create an atmosphere that is consistent with the image (a representation) that the previous games have created and what one would expect from the Capital of the Empire. This includes an absence of any sort of detailed political and social structure, this includes the way each quest line is isolated from the world. It's these things amongst others that blow live into the world. These parts are decidedly not gameplay because they tell a story, they show us the nature of the Imperial.
As I've made clear, I strongly disagree with your anolysis of Cyrodiil's shortcomings.