Agree. The Morrowind faction quests were almost exclusively of the "kill that guy" or "get that item" variety, with no two quests having anything to do with each other (there were rare exceptions to this, but even those were unfulfilling in a narrative sense). In Oblivion the questlines seemed to be more cohesive, and later quests would often connect back to and explain earlier quests. I found the TG and DB quests to be vastly superior to any questline in Morrowind, save the main quest.
For me, the draw was the conflicts between the various guilds, and the fact that player choices could determine the outcome of these conflicts. The best example of this was the Fighters/Thieves/Camona Tong deal, where player choices determined whether the current guildmaster's plan to ally with the Tong against the Thieves went forward, or whether that was overturned in favor of opposition to the Tong. There was a bit of this in the Mages Guild, whether you rise to the position of Guildmaster more or less peacefully, or by killing the current guildmaster. The relationship to the Camonna Tong is also a factor in the House Hlallu endgame. The point is that in Morrowind all the guilds were part of a single tapestry, with every guild having some kind of alliance or enmity with another. There are plenty of games with good, cinematic style stories; TES was something special. I hope it may be again.
as long as we can join them all and they quest dont conflict i be happy.
I'm exactly the opposite on this. I want the hard choices. I actually wouldn't mind for there to be a possibility of successfully joining all guilds... but only by difficult to discover hidden back paths, a bit like Fighters and Thieves, or a careful playing of the Mages and the Telvanni in Morrowind.
In a way, this all just goes back to that classic RPG debate about which is more important: systems or stories. Most RPG fans seem to prefer their games to be like novels or movies, leading them through a clearly defined and well told story. Personally, I prefer a more impressionistic approach to story, with the main focus being on the systems, the sandbox. TES has always been a sandbox game, and I happen to think they perfected the genre with regard to world and systems in Morrowind. With Oblivion, they focused more on story and gameplay, which is fine so long as it was only a temporary deviation from the more labyrinthine style that once typified the series.
And I love labyrinths, always have. I like my dungeons to be labyrinthine, like in Daggerfall (they did okay in Oblivion, too). I like my geography to be labyrinthine, like in Morrowind (again, Oblivion wasn't terrible in this respect; I love all those mountain back-paths and out-of-the-way exploration opportunities). And I also like my stories to be labyrinthine, and they did an awesome job of this in Morrowind's faction system. Daggerfall's faction system wasn't bad from this perspective, since I at least had the option of pretending my choices of factions and quests had some impact. With Oblivion, it was very clear I was just there to push buttons.
Daggerfall, of course, isn't really a great example of anything... but I think most of you don't realize just what it was compared to the games of its day. It was a game that had gameplay comparable to the most advanced first person shooters of the time (Doom, mainly) combined with a complexity that rivaled the best RPGs of the day (Ultima, mainly), and totally blew away the run-of-the-mill, mainly the Japanese contributions (Final Fantasy, etc.). These days, TES kind of looks like everything else on the market; Oblivion's value, to me, is mostly nostalgic. Back then, TES games really stood out, and were practically a genre all their own.