Considering the context of the argument - I claim that Oblivion did not answer the question of who the Imperial are beyond their generic racial blurb, and provide examples to show the complexities involved in the real world equivalent of that question - and considering your reply to that was somewhat ad-honiem, I don't feel any obligation to explain it yet again.
But since you're arguing the excistence of all this information, feel free to write that essay that tells us who the Imperials are beyond their generic racial blurb. Tell us about their social and political organisation, the influence of religion, believes and philosophy. Tell us how it came about and how it influences the present day Cyrodiil.
If it's all there as you claim, it shouldn't be too hard.
The problem with Cyrodillic culture is that it is, for the most part, a dead culture. It has long been crushed under the weight of bureaucracy and centralization, with atrophied institutions, a poorly performing economy, and a large class of outlaws, probably driven from productive activities by excessive taxation, an oppressive guild system (they have guilds for pretty much everything), and a burgeoning population of bandits, marauders, and goblins. Law enforcement is virtually nonexistent outside the patrolled areas within and between the major cities (the result of tax revenues which decline with productivity), with various criminal groups openly warring over territory. The energy of the nobility has been gradually undermined by the gradual assumption of their traditional roles by the Imperial City, and now largely exist as little more than old money families. Goblins flourish in the voids left by broken communities. Meanwhile, resources continue to be shipped abroad to keep the Legion supplied in the provinces.
Much like a Cyrodillic vampire, The Empire maintains a front of life and humanity by slowly draining its victims of their very lifeblood... all in the name of religious propaganda that is revealed as obviously false the moment you see Mankar Cameron wearing the Amulet.
Actually, the controversy surrounding the Amulet shows this forum to be extremely prejudiced against Oblivion. I remember it took a WORD OF GOD forum post to convince people that the fact that Cameron was wearing that thing was deliberate, and not merely an oversight or a failure of game mechanics. You people are willfully blind where Oblivion is concerned.
Not if you fast travel. Which is why it qualifies as a cheat. The only explanation is that your walking since you don't pay so why do we not get new placs marked on our map and have no random encounters?
Dude, even in pen and paper roleplaying, sometimes you just say, "And you traveled to the city of such-and-such" without breaking out the random encounter tables. Fast travel isn't a "cheat", it's a video game implementation of a narrative device. Now, I do prefer Daggerfall's method which gave you some choices as to the specific details of travel, but that doesn't make Oblivion's way of going about it automatically wrong.
Spell failure was ridiculous anyway. It was very DnD concept. It doesn't make sense for something so transcendent as magic to 'fail'.
Spell failure is "DnD"? Have you ever even PLAYED D&D?
Oblivion's landscape was like driving through Pennsylvania and Ohio. It's amazing at first glance, but eventually you just don't want to see another tree again and the plains just stretch out in every direction. Morrowind was a very different place that no one had ever seen before. It was dynamic, exotic, and more interesting. The Ashlands in Morrowind were, in fact, wastelands which was why you were only forced to go there often through the main quest as opposed to most of the faction quests. The places other than the ashlands were dynamic and each their own different niche. It just didn't get boring.
Familiar = bad; alien = good: opinion, not fact, and once again, having nothing to do with the thread topic; you just want to bash regardless of the topic.