Skyrim allows you to craft armor and weapons, neither Morrowind nor Oblivion has that. No, enchanting is NOT crafting.Oblivion has it in Shivering Isles, thats amber and madness armors.
About crafting in Morrowind we can built own house not just buy it.
Skyrim allows you to cast spells while striking with a sword, cast two different spells simultaneously or two-hand cast a spell for a more powerful effect. Morrowind allowed neither.Morrowind allow cast spells added by enchant, Oblivion allow use spells and sword and shield, in all way spellmaking add more option then using two static spells in one time, besides we can create awesome spells with scripts thats work just like this spells in Skyrim, magic system must be opened for modding or have dynamic implementation in game.
Skyrim has perks and special combat moves, Morrowind did not.Morrowind has different damage values for different strikes
Skyrim has finishing moves, Morrowind and Oblivion did not.Morrowind has Death and Knockdown animation, Oblivion have only stupid ragdoll
Skyrim movement and model animations are much more realistic than Oblivion, let alone the crap that Morrowind had.Look at calendar there is 2011 year animation will be better then in 9 years and 5 years ago, besides for 2002 Morrowind has good animation.
Skyrim bows are actually useful, Morrowind and Oblivion ranged weapons were almost useless at higher levels.Problem of balance no of weapons, still morrowind has more options for marksman character not only bow for all.
Skyrim stealth has "alert" state and is more tactical. Morrowind stealth was [censored].Yes that is, Oblivion have much improvements in stealth
Skyrim has DRAGONS, Morrwind had Cliff Racers that WERE INCREDIBLY ANNOYING!!!Oblivion also has one Dragon, and WERE INCREDIBLY ANNOYING!!! adoring fan.
Skyrim has a much better scaling system than both Oblivion and Morrowind.Yes, yes before I see how better it in game thats not argument
Skyrim towns are their own ecosystems, which is totally new and improved from Oblivion and earlier.Thats sounds awesome
Skyrim and Oblivion are fully voiced, Morrowind is not.Morrowind have large and informative dialogues thats lack Oblivion, Oblivion has shared voice for races Morrowind didn't, voice changes in Oblivion since one NPC can have several voice actors, but yes voice acting is nice improvement in Oblivion.
Skyrim has dynamic weather and snowfall, which wasn't even possible to do at the time of Morrowind (or even Oblivion, afaik).If rain still comes trough solid objects thats system is flawed, but how about other things like waves in sea and at shore?
Skyrim has a better leveling system. Morrowind and Oblivion both followed the skill-based logic, but both were a bit awkward with Major/Minor skills.Before we test it in game I will doubt about improvements, since there is no any evidence about attributes still in game, NPC without class will be also, there is no evidence about birth signs or powers.
Skyrim quests and general world interaction is a refined form of Radiant AI that breathes even more life into the game than Oblivion did. Morrowind didn't even have that kind of AI, it was all scripted events.Thats sounds awesome and I really want to see how it in game.
Will this suffice, or should I go on? Don't get me wrong, Morrowind was great at the time it came out, but saying that Skyrim is a simplification of Morrowind just because the devs take out a few things here and there and replace them with something different (and maybe far better)... well, it's such a blatant exaggeration that you could almost be mistaken for trolling.All TES games have advantages and disadvantages thats awesome that we can make game even better with mods, great to see thats developers take in account previous flaws and take some inspirations from community mods.
Do you even realize how many spells that is, if implemented the right way with scaling and whatnot? 80 spells could potentially be a huge amount, because now Bethesda no longer have to create 5 different spells for the exact same effect (as opposed to Oblivion and Morrowind), because of how spells can be scaled and cast in various ways for a number of outcomes. Tbh, I think that's much better than, like, creating 100 copies of the exact same weapon in Sacred and advertice that you got "100 different weapons".
Static uneditable hardcoded magic system even if will provide unique spells looks worse then opened for edits classical magical system with script effects.
Dynamic magic system thats what will eliminate spell cluttering and make all premade spells truly unique will be nice to see along with ability create new spells in CS.