In Oblivion, it was fairly easy to max every stat yet again. Also, NONE of the quest lines directly conflicted (exception: SI slightly, maybe a few others). Therefore, I played through every facet the game had to offer with a total of two plays, the second of which was all business, the first of which was more adventure/relaxation oriented. I was highly entertained by Oblivion right up until I completed this endeavor. I'd systematically worn the game out. I then proceeded to mod the game even FURTHER into the ground. Oblivion is my most played game by a significant margin and I have nearly 3000 hours logged in total (owned since release, and every Summer I've gone back to it for significantly less enjoyable stints).
In FO3, it is possible to, in one weekend, play through several major quest lines in a fairly short amount of time. The multiple paths (karmic as well as methodically) lent themselves to many possible plays. Additionally, the level cap forced a player wishing to experience the game 'fully' (as I always try to) to play multiple times (by limiting perk choices and giving an effective total stat point cap). The perk system ALSO forced this sort of play, particularly through the later perks and their VAST differences in the overall feel of game-play (even if not so vast as some of those in FO: NV). Playing one character enough could often become boring, and some players find starting a new character (or even branching off an existing save) to be boring and repetitive. If I'm doing the same basic tasks, even if the story is somewhat different and I receive different rewards, the content grows stale rather quickly. With that said, I find returns to FO3 to be MUCH more rewarding than returns to Oblivion or Morrowind. Despite playing Oblivion MUCH more, I've made many more characters in FO3 and completed the same quests over and over again much more. Even if I can't mill out the game like I did with Oblivion, it feels like it lasts longer, and it's ALWAYS a legitimate option to pass some free time.
I find the primary factors here to be exactly how branching the game is (FO3>MW>OB), and the possible abuses of player stats (FO3>MW>OB).
So here's the rub. Skyrim has shown features from a variety of these games. The character progression is not as easily abused as Oblivion's, because even if it is on the stat end, it can't possibly be on the talent tree end (as you're forced to specialize among the available trees). This promotes multiple plays. However, radiant story attempts to ensure an experience which lacks repetition, promoting BOTH multiple plays AND a single, all-encompassing play. The idea (as it seems to me) is that the experience will be more varied throughout, leading new characters to do less of the same stuff over and over again. Example: In FO3 I always start by going to Megaton. It's obviously the game's intention, and is really convenient. In MW I always start by chilling in Seyda Neen (?), stealing that guy's ring back, collecting taxes off of the corpse, and then eventually moving on to Balmora to join a House/faction. This is also clearly intended (as the main quest points you right to Balmora, and there's no reason to ever go back to Seyda Neen once you leave it). In Oblivion I go to Vilverin (you see that huge ruin RIGHT IN FRONT OF YOUR FACE!?!?!?!?!? Yeah, go there. You get this stuff that starts a quest, and you see some dungeon detail that doesn't exist ANYWHERE ELSE IN THE GAME outside of questing zones. SWEET!), then sell my goods in the Imperial City, and do the first few quests that catch my eye (because there aren't really that many available there, although it's better than the other two games).
Conversely, Radiant Story is all like, 'DON'T PANIC! We'll make sure you have the most unique experience possible in as many quests as it is befitting!" This is awesome. This means that if all I do is take quests (assuming that all quests were generated with Radiant Story, which they're not), and then go to dungeons that they tell me to go to, I should eventually explore every dungeon in the game. (Although I somewhat doubt X shopkeeper is going to send me across the map to find his daughter who disappeared five minutes ago.)
Finally, the factions in Skyrim (yet to be revealed), will hopefully follow FO3's major quest path philosophy. You may get a quest from someone to kill someone else (who is a quest giver). You may get quests that directly conflict other quests, or could get you permanently removed from X guild that you're a member of. This would avoid that whole, 'LOOK AT ME I'M THE ARCH-MAGE IN PLATE WITH 25 DESTRUCTION LOLOLOLOLOL' sort of shenanigans that I certainly not only encountered but deliberately sought out in Oblivion to prove to myself and my gaming friends that it was broken and wrong.
Hopefully, Radiant Story, factions, and perks will interplay to make Skyrim fulfilling for one character (unlike FO3), but also very viable for multiple playthroughs (unlike Oblivion), without failing in other vital areas (unlike Morrowind).
If anything is unclear, just let me know. I'd be glad to clarify. I'd rather spend five minutes rewriting part of this than have this thread go under because one idiot jumped up in the air, began waving his arms, and accused me of live virgin sacrifice or animal mutilation or TES hating or some other such equally despicable crime.
Thanks for reading if you made it this far (I wouldn't have), please post any thoughts below! Looking for some interesting discussion on this here >.> Thus the forum post, I suppose.....