I was most dissapointed on how Cyrodiil looked... it was so dull and boring.
I agree, other than that, the portrayal of the Planes of Oblivion as your typical fire and brimstone hell kind of bothered me. I mean, since it might be assumed that it is the sphere of Mehruns Dagon, given that he is the one behind the invasion, it makes sense that it would be something with a theme of destruction, but this Bethesda really have to make it so cliche? The problems with Oblivion's lore do stretch further than the outward appearance of things, if I don't like the way things look on the surface, I usually don't want to bother looking deeper. If I decide to read up on a certain part of the lore, it's usually because the surface catches my eye. So, if one wants to create interesting lore, it must have an interesting outward appearance.
Just playing devil's advocate here, but does this make the quest more or less realistic? If you were your character (a denizen of Tamriel, residing in Cyrodil) do you think you'd need the significance of the stone explained to you? You'd probably already know who St. Alessia is, etc.
This actually is a worthy point, though. But that doesn't mean Bethesda couldn't have had a detailed backstory on the item in question provided in the form of an optional topic you can discuss after receiving the quest.
But is that a good thing? Some of it can be out of place. Paw-Prints's comment on the Real Barenziah book still being censored by the Tribunal Temple springs to mind.
That was probably just because Bethesda didn't want to have a book that goes into somewhat explicit detail on six involving six with a fictional cat person to give those who are always complaining about video games "corrupting our youth" fuel for their arguments, rather than any interest in carrying over the lore from previous games. Granted, I've seen far more explicit things than that passage before, but still, can you imagine the claims people might make if it was in the game?
I miss all the topics people had in morrowind. Someone in particular, latest rumours, little secret, background, my trade and they told a lot of stuff you know about things
On the other hand, that was rather unrealistic if you think about it. How often have you bumped into a complete stranger on the street and gotten into an in-depth discussion on history or religion? Maybe you'd exchange gossip, talk about the whether, maybe they'd give you a basic introduction, but talking to you about the local cults or giving you a detailed description of what people of their trade do, even if it's something that's completely obvious doesn't seem to make much sense.
Granted, the NPCs didn't offer in-depth discussions on anything, most of what NPCs told you was shallow and generic, and whenever an NPC told you something that might have been worth hearing, you'd probably have heard the exact line from someone else's mouth, ultimately, I never mourned the loss of those topics because aside from important NPCs, no one had anything interesting or useful to say, generally, it was the LGNPC mods that fixed that, but I am fairly certain we are talking about the games as they were when released, not how they can be with mods, as if it's the latter, Oblivion could have everything Morrowind did, and Morrowind could turn out to be a world filled with guns and Predators and night elves and everything else someone can conceive that does not fit the Elder Scrolls lore at all. It was from books, and to a lesser extent, quests that you were able to experience the lore in Morrowind.
From what I saw, they just stand around all day, the only differences in dialogue being based on what's going on locally and what's going on in the faction (if they belong to one). Looking back, Oblivion's "culture" isn't as bad as it may first appear.
That's a problem with game design rather than lore, the lore and backstory about Morrowind gives information on the culture, you can see influences of the culture in the building styles and religion, the problem is that due to the lack of passable AI and bad dialog system, the culture was rarely apparent unless you did a bit of research on the books, which is where the real lore is to be found. It is not that Bethesda did not think about the cultures of Morrowind, Bethesda just didn't do much to apply it in actual gameplay. Something Oblivion doesn't do that much of either, when you get down to it.
There are multiple architectural styles, including the lore and applied construction of Telvanni Towers, also a part of culture.
Actually, Oblivion had multiple architectural styles too, if you went to Anvil, you might see that the buildings look quite different from those in say... Skingrad, however, ultimately, the styles were still not half as interesting as those in Morrowind, and Bethesda certainly did not go through much effort to actually provide any lore on them, beyond stating that the styles of Bruma and Cheydinhal are influenced by Nord and Dunmer architecture, the first one I can believe, and the latter might be explained by saying that it's influenced by a style from some part of Morrowind other than Vvardenfell, but still, if I weren't told it, I'd never think that there was any relation.
Dont you find it hard to imagine people looking back at Oblivion and saying it had "all that"?
Not in terms of its abundance of lore, but in other ways, depending on which direction Bethesda decides to take future games in, I could potentially see people finding other things in Oblivion that they found lacking in future games.