Keep in mind that the majority of gamers in the world like Oblivion more than Morrowind.
OK, man, lets keep our prejudices at bay and look at the matter from a different aspect, and give the result of our survey to anybody that you say who likes Oblivion over Morrowind, and see if they still want Skyrim to be more like Oblivion, or Morrowind.
I'd say except for the really radical supporters of Oblivion, who can not open their mind to new opportunities, and would remain adamant in their beliefs, other would accept that what I'm going to suggest can result in a better game than both.
I start with the trend of time, and say, lets strip both games from features from both games,
that we are sure will be in Skyrim, and Skyrim would be better than both in those features, or at least equal with one of them, so that there is no point in arguing about them:
- Better graphic Engine, and visuals.
- Better NPC AI and schedules.
- Better physics, animation, and traps.
- Better Combat mechanism.
- Voiced dialogs. (More on this later)
- Less level scaled monsters and loot. Oblivion was a proof that it does not work, and they know it. (I hope it would be Non-level-scaled)
But I wanted to talk about, voiced dialogs, and I know that it remains with future games, and there is no doubt about that.
Some would say that it adds to immersion and makes the game a better one.
I say, sure, it would make the game more immersive, if implemented the right way, with a lot of voice actors, and so on...
But on the other hand it severely limits the amount of background life, story, drama, conversation that you can give to any single individual in the game, (developers, or modders later), and the complexity of NPC AI and the responses that they can give us as the result of their own AI, not scripted dialogs.
And it kills the notion of procedurally generated events and quests on the bud, where you could define scenarios for the events, and the engine could fill in roles with any suitable NPC available, and fill in any item template with available resources and so on...
OK, so I'd say in open world games, voiced dialogs were a bad thing to happen and severely and negatively impact the game's background life of its individuals, and the chance of modders making them better.
Lets strip both games from the features that I listed above, and argued that they are sure to appear in the next game, in better condition, and and argue abut the rest of the games, and see which one is better to be coupled with those sure-fire features that the game would no doubt have.
Oblivion: Generic lush landscape that was mostly flat from one end of the game world to another, generic dungeons, less quests which mostly have more detail, less hand placed loot and monster to create unique encounters and rewards, absolutely no under water life and detail, straightforward main quest with no twist, conflict and surprises, no conflict between factions, and rivalry between clans, and few examples of choices and consequences, factions that required no minimum player abilities so that a non-magic based character could become the head of mages guild, if he liked. Hand holding mechanism in every aspect of the game to help enlist non-RPG games toward as the potential buyers, and in doing so, diminishing the sense of progression and triumph after winning over the dumbed down challenges and game environment.
Morrowind: More exotic and diverse landscape, with hand placed monsters and items to make a unique discovery or encounter after each hill, manually created dungeons that, felt a bit more unique than Oblivion's, although not much. More hand placed encounters, loot, and misc items, like letters, that gave a different life to each dungeon, cavern and surface area, and a lot of underwater content, ready to be explored with rewarding challenges, some unforgiving game mechanism that might initially scare more casual players away, but ultimately would result in more rewarding experience if you could master it, a lot of inter-faction conflicts and inter-clan/great house rivalry, complex main quest with a lot of twists and surprises, demigods that people love, but will be found out to be cheating bastards.
More unique sense of culture of every town, faction, and clan, and a lot of consequences for player choices, especially in the factions, and faction requirement to prevent non-suitable members become the head of them, no wide spread hand holding, so that it encouraged players to chose strategies for survival, and think about their problems, and be set back to try again when more prepared, which resulted in more sense of progression and triumph, when they finally they could overcome the initial difficulties.
=== === === === === === === === === === ===In the end, if you strip down both the games from what is the trend of time, and would be surely better in Skyrim, What remains of Morrowind is better than what remains of oblivion, and we say that add those features, to the features that are surely in the game, to create a perfect game from the combination.
Add more detail to Skyrim quest like Oblivion, but keep the culture, rivalry and politics from Morrowind, and add some hand holding inherent in Oblivion, as
optional features, to help casual gamers find their way around the game, and attract new blood to the genre, and it will result in a game better than both.
Except for the problems that come with "Voice Acting", which would remain with us until we can have passable procedurally generated voice-overs, which would open a new world of possibilities for us.