Oboy.
Not a question to ask me.....
YEEEESSS!!!!!!
It began one day at the game store....a place where once there was not a console in sight; just these boxes of floppy disks and manuals. There I found Arena by this upstart Bethesda Softworks. Cool box art, if a bit generic for a CRPG. At that time, Ultima Underworld was shaking things; a CRPG from a first person perspective. Before Underworld, nigh onto all CRPG's were God View isometric. Arena was first person, I liked Underworld, so what the heck. Take it home, load the 6 floppies into the rocking 486 with 512 megs of RAM and boot the game up. The Imperial dungeon was a little tough to finish out as a newbie character, and the textures weren't quite as crisp and pretty as Underworld's.....but gamesas also didn't have Garriot's multi-game money pool to draw on, either, so it was forgiveable. Then came Ria Silmane's escape gate.....
You were Outside.
That had never really happened before; not in first person. You could walk in any of 360 degrees. There was day and night. You had an overarching quest structure....but you weren't forced to do it until you wanted to. You had a continent to check out, cities to poke around in, castles and dungeons and whatnot within a days walk of most of those cities. And a sense that there was a lot of backstory behind all of the nations and races. And it had replay value.
Then Came Daggerfall....
That is, to this day, what all CRPG's should aspire to be. Yes, it had problems (considering you could fill up what was then a state of the art hard drive by doing a complete install, they were really pushing the envelope...as well as getting caught in the Farewell to DOS that Microsoft was in the midst of). You were not bound to the story; so long as you didn't trip the main quest timer, you could go anywhere, do anything, and not have to worry about trashing your endgame. The openness and scale was, and still remains, unique. The cities felt alive. The taverns had music and atmosphere. You could be as good or as bad as your wanted. Create you own spells and potions.
Battlespire, while technically not part of the main series, was fun. It was more like Ultima Underworld...but it was slammed with the change in video technology that came about due to hardware advances, making it hard to run on a lot of computers.
Redguard also got caught in the shift after that, when Direct X was making a mess of OpenGL. BUt again, a fun game.
Morrowind was a bit of a disappointment; not the design, but the scale. Hopes were high of rampaging all over the province....and we were stuck on a tiny island off the coast. An island that couldn't have been a true representative of Morrowind Proper, just because it was ground zero for a pouty deity. And you couldn't build soaring architecture on so small a place.
Oblivion gave us the visuals we wanted, and showed us the direction the series was going in (although personally, I would have traded all the voice acting for a major increase in landmass in this and the previous game).
So far they have managed to keep hold of the lore and shape of the Elder Scrolls universe....even if landmass keeps getting smaller.
Skyrim has a lot to live up to.....and eye candy is only part of the challenge. What will be interesting to see is exactly how it plays and develops. As I recall, Ken Ralston only had things rough plotted through Oblivion (which actually was supposed to take place on Summerset Isle, if I recall correctly). So this is all on the new team.....