@SilentColossus-- I didn't say it was a 1:1 ratio. Bethesda took a generic D&D race/setting, they blended it with historical influences and their own existing wellspring of lore, then released it as a "unique" setting. I don't have a problem with them doing this, the issue is that people don't realize that's exactly what they did with Oblivion as well.
Of course, as I said before there's certainly areas where they had to make sacrifices due to time constraints, working with unfamiliar tech, etc. Unfortunately, Bethesda decided to release Oblivion as an Xbox launch title, and had to meet something close to that deadline whether they were totally happy with the final product or not. They did delay it once, if you remember, and took quite a lot of flak for even that. The problem, as I see it, is that the artistic decisions that Bethesda made (turning Cyrodiil into a forest versus a jungle, the inspiration they took from LOTR, etc.), the gameplay streamlining that went on, and the development problems that they had (like having to cut the planned questline for the player becoming the Count of Sutch), all get muddled together in peoples' mind into this big mess called "Bethesda dumbed Oblivion down." As well as straight-up nonsense, like "Oblivion's world is randomly generated."
What I don't get is why people think Bethesda took the "easy way out" or whatever where the environment is concerned. Really, with 2006's level of graphical fidelity, the difference between a jungle and a forest would have been a different set of textures and some palm trees, essentially. It would have looked nearly identical in terms of the meshes used, the placement of objects, etc.
EDIT: Vivec City, compared to the http://www.uesp.net/wiki/File:MW-Concept34.jpg, was just as much of a letdown as the Imperial City, compared to the PGE.
EDIT II: To say nothing of the http://www.uesp.net/wiki/File:MW-Concept11.jpg