Hang on lemme find it, it was the discussion about Morrowind and Oblivion having the same premise Main Quest wise, but Morrowind having more underlying detail. Just ignore any of the passive aggressiveness in that post because yesterday was a bad day.
I'll just copy and paste:
See, what I'm trying to say, is yes, both games have the same premise, but Morrowind had a lot more detail behind it. You are taking me completely out of turn. I never said the plots are any different. I'm saying Morrrowinds had so much behind it. Oblivion's MQ is one you can pick up and play while Morrowind's is slower and more deliberate with a lot more complexity. And you brought up two points, that I'll address separately to detail my point:
1) You mentioned earning the trust of the counts/countesses, and it's similarity to earning the trusts of the Great House councilors. That is an accurate statement, I completely agree. However, the difference is here, and perfectly highlights what I'm trying to say: In OB the quests were all close Oblivion gates, while in Morrrowind you had to get the votes, but there was always something else, that made things different, Sarethi's son, dealing with Dren diplomatically, all the bribes for the Hlaalu, getting the crazy Telvanni to vote you. And not to mention the Ashlanders all made you do something different. See what I'm saying is yes, on the surface the premise is identical, but under that surface in Morrowind is more depth.
2) You mentioned not being the "big good guy who was caught up in something beyond your comprehension and capabilities of achieving." Well thats not exactly accurate. Martin needed you, he couldn't have escaped Kvatch or went into Paradise by himself. He could have found someone else, just as the Empire could have released a different prisoner into Vvardenfell. But both times, the champions were chosen for a reason. The Nerevarine and CoC were both destined to be the Nerevarine and the CoC. You weren't caught up in something you shouldn't be a part of, because you were supposed to be a part. But anyway that wasn't my point. In Morrowind I don't believe you're the big good guy who is caught up in something within your comprehension, simply because yes, you are supposed to destroy Dagoth Ur and the false gods, but was it really a good thing to do, or were you just furthering Azura's agenda? Dagoth Ur had noble intentions, and the Tribunal always cared deeply for the Dunmer. Who were you to destroy them? They may or may not have murdered your previous life, but for their people. If it wasn't for them Akavir would've invaded and Mehrunes Dagon woulda destroyed Mournhold. Azura wanted them dead because she was selfish. I didn't feel like a good guy at the end, I felt like a pawn that had been coned into doing a Daedric Princes dirty work. And what of the Empire, they released you and wanted to use you as their pawn as well. The Morrowind main quest left a bad taste in my mouth at the end, in a good way because I felt as though I had no idea if what I had done was the right or wrong thing, in a way that Oblivion did not.1. I enjoyed the variety part of Morrowind's main quest and I agree that part was deeper, although I enjoyed the slight sense of failure in that some of the guards that come to fight in Bruma may be dead, already, due to another quest. I also enjoyed the Cheydinhal Oblivion gate It had a nice little twist that could yield a good reward for succeeding, or a not so good reward for failing.
2. Martin needed you, but Dagon was not yours stop. You could only do so much. The rest was something which only the gods(in this case, Akatosh) and an heir to the Septim throne(in this case, Martin). could fix. I agree about the more gray sense of morality in Morrowind, as well. I didn't feel completely bad(destiny is destiny, and I was used to gray concepts, anyway). Joining Dagoth Ur would have been a nice option, however. Oblivion also seemed to get something cut. The whole political side of the main quest never made it into the final game. Todd specifically said that Oblivion's quest was to have a political side(involving the dead Count of Kvatch and the possibility of becoming the Duke of Colovia) at one point. I believe(but am not completely sure) he also stated that the politcal side would have involved a more in-depth process of gaining the trust of the people of Cyrodiil. Seeing Kvatch rebuilt seems to be implied as another part of that side of the main quest. I'm really disappointed that Oblivion didn't have that, and Todd's reason why made me even more disappointed. He said it would detract from gameplay because it would distract people from the urgency(in other words, the action) of the Daedric invasion. That side of the main quest was written and original planned, but cut so the politics wouldn't bore people(:banghead:). Anyway, I know the Nerevarine was used by Azura to achieve her own petty wants and destroying the Tribunal temple was a little bad for the people of Morrowind. I know that, and I like that sense of gray morality. Speaking of the Tribunal temple, they seemed to do more for the people of Morrowind than the chapels of the Nine Divines in Cyrodiil, and this is coming partially from some dialogue in Oblivion, even:
"I used to be a priest of the Tribunal Temple in Kragenmoor. After the collapse, I drifted for a while, until I joined the Chapel. The beggars and the wicked Thieves Guild still trouble me. I wish the Nine Divines offered charity and comfort to the poor like the Temple did."-Avrus Adas
I did vote for Morrowind's questline as my favorite and I agree that it is deeper. I really like its storyline. I just believe they follow the same linear progression, much to my disappointment. There were obvious ways they could have had the main quests branch off(joining Dagoth Ur, fleshing out the original plan of politics in the main quest), but they didn't, and it didn't get any better in Fallout 3.