I understand where you're coming from, but there was some things which I personally found unique, like how some of the caves have this untold story, like walking in on a crime scene, how the goblins keep rats in fences as cattle (how you manage to keep a rat enclosed by fences I will never know), or things like the fact that unicorns don't attack you if you don't show aggression. I liked the little touches, but then again, Oblivion was my first TES game...well that's not true, it was the first I played seriously, so I didn't have a reference point.
Yeah, and I even say that Oblivion had these rare moments where it looks like they world builders were putting all those interesting details in, but they got cut short. The main difference is that the details were woven into the very fabric of Morrowind, where in Oblivion, the details were flashy patches applied, but overall, not cohesive in the big picture.
Just a broad example in Morrowind, the ability to define a dungeon by the randomized loot the area generates. A particular cave for example, generates items such as Dwemer Artifacts, Skooma and Moon Suguar. Various imported Alcohols. Seeing that just at face value doesn't say much, but the threads connect through the rest of the game, exploring dialog and lore reveals that the trade of Dwemer Artifacts is illegal, as is untaxed alcohol trade. You can then infer that the caves that are holding these items, are smuggler hideouts. That's how Morrowind creates it's atmosphere. A seemingly benign feature like "Randomized loot" Is used to relay information to the player.
You can walk into a Daedric Shrine, and see the offerings the devotees leave their patrons. You get to experience how the Commona Tong is using the Fighter's Guild to strongarm the Thieves guild out of Vvardenfell. Details like Great house Hlaalu's progressiveness are shown to the player by the fact that an Imperial has risen to one of the highest seats of power, while conversely, the conservative Redoran are dominated by Dunmer and the occasional Redguard, and merely the architecture of the Telvani Wizard-towers suggest a xenophobic society of Elitists. These are but a handful of the examples I can come up with.
As far as I know it's Todd's Dev Team. It was his team doing Oblivion and it's his team doing Skyrim. I'm sure he approved everything done in Oblivion and in Skyrim. I'm sure if he saw something he didn't like he would have said something and it would have changed.
The bottom line is that the "Buck" stops at the "Top". The "Top" is Todd. Just like any person running a company, the person at the top gets the blame or the praise.
I do think that Todd was in way over his head with Oblivion. I think he wanted to increase the TES fan base so much that he forgot what made Morrowind so great.
Now with Skyrim, I think he's got the 11-11-11 date stuck in his head and if he's not careful the game will be rushed and we'll have the same problems that we had with Oblivion.
I want Skyrim to succeed, I really do. There are some things I'm excited about with Skyrim, such as the radiant quests and things. There are some things I'm not excited about, the quest compass and the removal of alot things that were in previous TES games.
The success or the failure of Skyrim will rest at Todd's feet.
I'm not actually sure how much creative and design input Todd actually has in his position. Not all developers are the same, and if anything, Bethesda is actually a very unorthodox studio compared to the assembly-line factories of some of the EA and Activision sweatshops.
I just think, considering that his position has been the same for Morrowind, Oblivion, and Now Skyrim, people are attributing a lot more problems directly to him, than is reasonable. But Morrowind and Oblivion both had the same Lead Designer as well (Who is now doing some other thing with another Todd, Todd McFarlane of Spawn renown).
That's why I just think Oblivion was rushed to meet that Xbox360 Launch window.