There's more on Daggerfall and such, but here's the most relevant bit:
We started getting letters. The first letter we got was from this woman named Mildred who was 79 years old. Mildred had osteo arthritis. Severe osteo arthritis and she lived in an old age home. She had been a world traveler when she was younger. She loved going on cruises, she loved exploring the world. And somebody in her family had given her Daggerfall and said here, grandma, try this. And grandma not only tried it, grandma fell in love with it. And the reason was that we had created a world in which there was no absolute expectation that you had to do anything. If you chose to walk the world and to simply interact with interesting people with whom you happened to come upon, that could be your world. And what she wrote us about was how she and a number of the other people in this home had been turned onto this game where they basically chose to be things like priests or they had some slight magical stamina to give them the ability to walk and do things. But they didn't arm themselves and they didn't strengthen themselves and they weren't interested in slinging magical amulets at one another. They wanted to explore the world. And that's what they did. We thought initially this is one very sweet old lady. Then we started getting other letters. We got so many letters from people who were over the age of 65 that we created a whole separate category in a file cabinet to look carefully at what these people were telling us. Because clearly what they were doing with our game was something we had never intended as the designers and yet were totally blown away of their interest. Mildred wrote us, I think, five or six letters. And in one of her letters she told us, and mind you, of course she was probably lonely and she wanted to write a letter, but nevertheless she knew so much about Daggerfall. You know, I went to the elfin cottage and I turned left and walked down the road and I came upon the most wonderful brook and I sat there for an hour and I watched the fish occasionally jump out of the water and the birds fly by. [LAUGHTER] I want to tell you something, it was an eye opener to us. It was a part of culture we had never before given serious consideration. And we do now. Our next version of this, something called Merwin, will in fact take this into account. They have changed forever the way we are looking at some of the games that we're creating. We are designers. We will build the playground and we will supply you the tools. And we will not tell you all the rules. We will no longer make all the rules. They've changed what we do in our game. And hopefully we will change the way that they use it.
I feel the bolded bit basically defines what gamesas were trying to do with Morrowind, and it's one of the things I loved most about it.