maybe Bethesda isn't big on the RPGs that have been released this decade, which is why their games are so wildly unlike the rest of them? maybe they find traditional RPG combat and EXP-based leveling systems boring, which is why their games are much more rooted in player involvement and more organic progression?
First part I agree traditional leveling and combat can be boring, there are examples of even turn based and leveling being used well.
The witcher is an example, fast fluid and even acrobatic style if you chose to put an effort into it.
The leveling is the same old XP but its perk system on a general look mirrors the specialisation sign based one planned for Skyrim.
This is linked to alchemy, poisons, ingredient harvesting, combat and magic and some other in game effects.
Second part of the three games of the TeS series I've played, Daggerfall seemed the only one with organic progression at least to me.
I won't comment on player involvement as that could easily mean many things, many different based on individual point of view.
TES games since have always relied more on setting and gameplay than writing. most of the writing is either fairly standard fantasy RPG fare (Arena, Daggerfall) or meant primarily to further the setting (Redguard, Morrowind, Oblivion). nobody plays TES games for deep discussions with characters, and if they do then those discussions are almost entirely about history and politics. of all the fictional settings brought to life by videogames this decade, Tamriel remains unsurpassed in its realization.
Please define setting again I don't wish to offend without understanding your meaning of setting.
I do not wish to sound foolish, but you've contradicted many of these points.
Standard fantasy RPG fare.. unsurpased in its realization.
Further the setting.. not deep or with characters.
Relied on gameplay than writing.. history, politics these two are two of the deepest issues in RL.
If you can create a whole universe of lore, written, expanded, delved into, mass books, fiction related to it, past charcters back stories.
Then detailed character writing should not be that hard to implement.
a lot of people call Daggerfall the best RPG ever, but a lot of people also call Torment the best RPG ever, and comparing their writing is like comparing a steak with a small tree.
Comparing is not the aim, progression or at least holding a standard is.
12 years since Torment, 10 since BG:2, 9 since Morrowind, 4 since the witcher.
Where has the writing gone, buried, abandoned and discarded.
Really when a game like Heavy Rain can be released and appear like a thunder storm.
Only to have every company carry on with how can we make things simplier and cut out superfluous talking in RPG's.
Just because most has no relation to the ability to find another trinket or cave to clear out and loot, so you can boost your weapon skills.
Edit: Sorry this is going off topic, I'd be delighted to carry this on if you PM me however.