Here's the criteria:
If you're a registered member of this forum, then you are not cool.
I'd say that if you actually care about being cool, then your chances are probably pretty slim.
Anyway, I think that Quality and Quantity both have a BIG impact on TES.
Imagine a land where you can wander almost endlessly, do a few things, and get one or two unique items. But it severely lacks quality in meaningful stories, characters, and lore. That would be a game based on Quantity.
Imagine a land where you can travel for about only a few miles, and it's full of thousands of quests, characters, stories, lore, etc. The graphics are incredible and non-tasking, and there are tons of new systems and tools. That would be a game based on Quality.
Now, you're severely limited in size in a purely Quality-based game, which could lead to trouble if you want to be an adventurer. "I will climb over this hill! ... Again!!", but then picture trying to have a serious roleplay in a land with little-to-none quality concerning characters, quests, and lore, even if it is big. The essence of the past 2 TES games has been to find a balance between Quantity and Quality, however in more recent years Quantity doesn't have to be sacrificed to give better Quality.
Landscaping in the CS takes a lot of time, but it's fairly simple. You can lift and lower terrain by just dragging the mouse up and down. I've made cliff-side cities, barren deserts (although I don't have the right textures for it
), port towns, etc. with the CS. But it takes an obnoxiously long amount of time. You have to round out corners so cliffs don't look so jagged, you have to make the mountains feel more like mountains by adding "noise" on your own, you have to shape the shoreline to look like it does. As much as I'd love to believe Cyrodiil was entirely generated, it wasn't. You really can't get all of what they did through random generation, and editing the landscape takes a lot of time.
THEN COME THE
TREES.
Every tree has to be added, every single one. As far as I know there's no "add trees" button and you happily skip amongst a forest, it takes time to place down every single tree, every rock, every little plant that needs to be in there. That is
tasking. From experience I can tell you I've resorted to just copy-and-pasting trees and lowering them into the ground later.
People will play games regardless of where they take place. They don't have to be familiar. One of the most economically successful games of all time (WoW) has areas that look NOTHING like Earth. Some games you play as a Wrench-Weilding Cat-looking guy with his little robotic pal running around helping people in places that look nothing like Earth. It looking like Earth has nothing to do with them "Streamlining". It's clearly explained the Morrowind is very odd because of that mountain border they've got, they're excluded from the rest of the world.
As for why it wasn't as unique as Morrowind... how exactly to people expect a place that's describe as being non-alien (Morrowind's the only one like that), to be alien and unique? You probably aren't going to be finding giant insects and pterodactyls in Skyrim. Giant Yeti looking things? Probably. Ogres? Probably. Huge furry and/or blubbery monsters? Probably. Thinks that look like seals? Probably. Nix-Hounds? Not really.
To survive annually in a place that's got very cold winters they will need 1 of two things. Fur or Blubber. There aren't going to be too many reptiles, insects, and stuff like that. Sea monsters are a great possibility.
Back on track towards the Original Post, Oblivion and Morrowind are relatively the same size anyway. So they weren't trying to create a larger world, it's just they tried to do so much with the engine/mechanics in such a little amount of time.
Also, they just didn't differentiate much in Cyrodiil. The places in Morrowind felt unique because you had islands with Telvanni towers, swamps, ashlands, etc. In Cyrodiil, you had less extreme changes. Which is why it probably felt less unique. It was also probably a big jump to go from Mushroom trees and Ashlands to regular trees and grass. They wouldn't add any unique foliage to Cyrodiil because it isn't supposed to be all that unique land-scape wise. They were supposed to have some tropical jungles, canopy tunnels, and rivers. Creating tropical jungles would create a lot of problems, namely because creating tons of trees and bushes means that the frame-rate, processing and other things will suffer. You also couldn't move through a jungle since you can't climb/duck under stuff. So they probably compromised and made Cyrodiil the way it is.
Skyrim is supposed to be unique in its own way. More likely than not it's going to resemble Scandinavia or something, we can't expect a huge foreign-looking province because it isn't supposed to have anything that foreign (landscape-wise) in it. Maybe creatures, maybe culture, maybe some unique plants. But look at http://www.imperial-library.info/sites/default/files/pgtte_v3_skyrim.jpg concept art of Skyrim. It clearly isn't going to be all that different than what we're used to in real-life. It's going to be unique, but probably not in appearance.
And thus ends my super-long and nobody-wants-to-read post. :mellow: