So, to start, a little history. I was introduced to the Elder Scrolls series with Morrowind back in 2003, and fell in love. Not right away, granted. I was far too young to appreciate its depth at the time, and I was scared off by the combat system, the aggravating movement speed, the interface that I couldn't quite seem to grasp. I originally never got further than the first story mission (obtaining the Dwemer Puzzle Box) because I just didn't get how the game was meant to be played. However, after taking a break for a couple of years, I tried it again, and that's when I was hooked. To this day, it's still my all-time favorite game. I loved the exploration, the characters, the sense of accomplishment that followed my progress from zero to hero. And I loved the world, the strange, foreign nature of the Dunmer and their home. Honestly, I've never completed the main quest because I've always been svcked into the side stories, the factions, just wandering the world and seeing what it has to offer. It did a great deal of things very, very well, and despite its numerous technical faults (though what Bethesda game doesn't have those?) it was the greatest impact a video game had ever had on me.
Oblivion is, to be fair, more action-oriented than some other games in the series. But I don't think that that is a bad thing, or that it makes it a bad RPG. Every game in the series has been designed to feel unique and to stand on its own two legs within the continuous mythos of the Elder Scrolls series, and has been designed with a different focus in mind. Arena was a broad overview of the world of Tamriel, and a general introduction to the mechanics of the series. Daggerfall was focused on politics and inter-faction conflict, with more emphasis placed on the major political figures and less emphasis placed on crafting a detailed or unique world. Morrowind, on the other hand, was all about the world. It focused on making the landscape, the culture, the characters and the creatures strange and alien. However, it de-emphasized the main quest. There was no sense of urgency to deal with any of the major figures of Vvardenfell or their petty conflicts, and aside from rumors of trouble with the Temple and some sort of disruption at Red Mountain, there was no real incentive for you to deal with that right away.
With Oblivion, Bethesda took a different stance. Rather than emphasizing politics or atmosphere as the games before it respectively did, Bethesda chose to create a focused, epic storyline that would demand the player's attention. Other than blatantly throwing your cares to the wind and simply not engaging in the main quest, there wasn't really an opportunity to take a break and breathe in the world, at least until the threat that you were facing was already well-established as you saved Martin from peril. The world was still very rich and deep if you managed to take a step back from the immediacy of the main quest, but as the history of the province was not tied into the main quest, a great deal of players never chose to explore it. Still, the depth and richness in the world that Bethesda is famous for is still there, it's just not as immediately obvious.
Ironically, despite being focused on a grand and terrible conflict, Oblivion was a much more subtle game than others in the series. The land has a more unified theme than Vvardenfell, but the different regions do have different weather patterns, flora, and atmosphere. The lore is as rich as it ever was (I reveled in every bit of information I could find that revealed more about the mysterious Ayleids--- their spiritual beliefs, their architecture, their politics, the fall of their empire, and even their role within the new empire.), but because the vast, VAST majority of it isn't tied to the main quest in any significant way, it requires you, the player, to actively search for it. Likewise, there's much to do, see, and explore in Cyrodiil if you don't give in to the temptation to fast travel-- Daedric shrines, mysterious ruins, settlements too small to be marked on a map, and many, many quests. Fast travel is a convenient crutch for people who, for whatever reason, don't want to get into the meat of the game, who just want to play the main quest, which is the focus of the game, and move on to something else. They don't care about the lore, they don't care about the world, or maybe they don't have the time-- jobs and school are great motivators to take the path of least resistance when playing a video game. Oblivion still has a lot to offer for these people, but it has so much more to offer for those who really take the time to get to know it. But it really does take more of an effort to get to know it than it does in Morrowind, because it's not the main focus of the game.
It did have its share of faults. While politics weren't integral to the main story, they should have been present in the heart of a continent-spanning empire. There should have been more joinable factions, and in streamlining the gameplay, Bethesda did arguably go too far (at least, I'm of the opinion that they did). Voice acting is a contentious matter that I don't really plan on getting into here. Either it's something that you like, and you feel that it adds something to the game and has a place within the series, or you don't. Not much room for discussion or middle ground there. However, what frustrates me when Oblivion gets brought into discussions on the forums and the arguments seem to be made by people who play by following the quest arrow, fast traveling to quest locations, and never opening a book that's not related to a quest, and then complain that there's nothing more to the world than the main quest. There is if you let it. I love Oblivion, just like I love Morrowind. But I love it in a different way and play it for different reasons, which I think is exactly what Bethesda intended.
Alright, I'm done for now (though I'll probably come back and edit in points as I think of them). Thread is open for discussion. Just please, please keep it civil.