The source of many angry, and well deserved, rants at Oblivion. I think the excuse they didn't want to create, and instead had MK do it in his own time, was pretty awful. I'm all for changing provinces when it's bland and uninteresting (ala Morrowind), but it was the complete opposite with Cyrodiil.
These are my thoughts too. I recognize that the lore will change with new games, and sometimes, this can be a good thing, after all, the Elder Scrolls lore wasn't always what it is now, it would have been much more boring if they kept everything like it was in Arena, which is exactly why the Cyrodiil of Oblivion is criticized so much, I think, you won't hear me complaining about Bethesda's decision to take dwarves, a race that, among the generic fantasy races, is probably even less varied in its portrayals than elves, and turn them into the Dwemer we know now. Because there, Bethesda took a concept that, honestly, I find to be fairly boring and tuirned it into something that I really would not have expected when I first laid eyes on an "dwarven" item, had they not done that, I probably wouldn't have bothered with any of the lore concerning dwarves at all. Now, I would have preferred if a race called "dwarves" did not even exist in the setting, and the same goes for elves (Orcs can stay though, since I actually kind of like them, plus in fantasy RPGs, orcs are usually just generic enemies that are given very little detail, so there's still much more room to do creative things with them.) but since they're already part of the setting, it would not really make much sense to just have them vanish without any explanation, so the next best thing would be to at least try to make them seem unique. But in Cyrodiil, Bethesda did the exact opposite, they took a province that actually seemed pretty unique, especially since the idea of a somewhat Roman-inspired Empire originating from a jungle region that seems more like somewhere in South-east Asia challenges the usual expectations from the genre, which in this case is a good thing, and turned it into just another generic fantasy world that has been done many times before, and in many cases done much better. The problem is not that Bethesda changed things, but that they changed things and, in the process, made them less interesting.
Why is a jungle, by default, an interesting place? Endless jungle means the same bland, repetitive terrain everywhere, and how would the Imperials form an empire when they're too busy fighting the diseases and oddities of their own homeland?
Well, we've seen an environment like the current Cyrodiil so many times in fantasy that it's really become rather boring to see it again, now, maybe the forest could still have been interesting if Bethesda had actually made an effort to fill it with unique and interesting locations, in fact, I'd say it can, the Unique Landscapes mods for Oblivion prove this, the problem is that when designing Oblivion, Bethesda did not do this, they just gave us a generic forest with no big surprises, while a jungle could be generic with no big surprises too, at least it's something that isn't quite so overdone in the fantasy genre, so it would feel more unique by default.
And I could think of a number of real life civilizations that were native to a climate with much jungle that still did pretty well, they might not have formed empires as expansive as Tamriel, but that's beside the point, this is fantasy, and fantasy, isn't, or at least should not be, about recreating real world cultures just for the sake of it, it should be about creating fictional settings that are unique and interesting, and expressing the creators' creativity without needing to be constrained by reality, it is also a good oportunity to explore how magic and other such unrealistic things might effect the way society's develop and people live, Oblivion's version of Cyrodiil offered none of these things, and the difficulties that living in a jungle would present to humans in real life could be explained using magic, I know I'd be much more readily accept that Imperials use magic to deal with diseases or something than the excuse Bethesda gave us to explain the absence of jungle.
And it's not just the jungle either, everything I read about Cyrodiil in lore before Oblivion was released sounded a lot more interesting than what we got in Oblivion, it's just much more convenient to talk about the jungle than to describe everything that Cyrodiil was. Now, I understand that, due to technical limitations, sometimes things that sound impressive in the lore can't be done proper justice in game, so I can accept things like the Imperial City not being as big as the lore would lead us to believe, but that's not the main issue here, in this case, it's more like Bethesda didn't even try, they could have created a unique world that was interesting to explore, yet instead they opted to give us a generic, Tolkien-esque fantasy setting, because I guess they think people want familiarity. To which I say, screw familiarity, I don't WANT familiarity, I want to see things I haven't seen before, and to be surprised, Oblivion really didn't offer that very much, at least until Shivering Isles.
Really, I am 100% happy it's not a jungle... Thats just me, then consider it was released in 2005, yup thats five years ago almost six. Technology has really increased since then. But I like how the landscape was diverse in the Oblivion
I would not call Oblivion's landscape very diverse, I mean, yes, each region had different landscapes, but they didn't really feel distinct, yes, the Great Forest or Blackwood and such had different landscapes, but they didn't really feel unique. It felt like we just had transitions between "forest" and "forest with slightly different trees" or "less dense forest" the only places that really felt unique were the mountains around Bruma and other snowy areas, mainly because the snow made it quite distinct from the other regions. And the fact that it was released in 2005 doesn't justify that, because, at least to me, Morrowind's landscapes already felt more diverse.