In Oblivion, I choose my race, I choose my class, I choose my skills, I choose my quests, I choose my path, and I am whoever I want to be. I feel like I am actually my character, I become my character, my character's personality is whatever I want it to be, my character's goals, values, and beliefs are what I want them to be. My character is unique and only I play as my character. Nobody else has the same character, nobody else has to make the same character. My character is mine alone to control, and I actually feel experience what my character experiences. My character starts as a blank slate, and I write whatever I want on that slate. Their destiny is unknown to me and them, but I experience their destiny as they do. My character has no personality other than the one I give them, and what I give them is my choice. I connect to my character in a way only Elder Scrolls games allow. That is role-playing.
Every single one of those features is extremely common in western RPG's. They especially do nothing to recommend Oblivion on their own, it being the fourth game in a series that has repeatedly offered all of that.
In all fairness, the vast,
vast majority of videogame RPG's are essentially hack and slash, action rpg's. Most jRPG's involve plowing through hordes of monsters in the dungeons in between plot points, while wRPG's let you wander and decide when you hit those plot points...while freely wandering a world that consists almost entirely of monster-filled dungeons. It's long been that way, likely due to time and money constraints. You can't make a game with infinite possibilities, so developers focus on the one possibility that most endears them to the adolescent male demographic that has long ruled videogames; action. Swords, sorcery, and flying monster parts.
I think what many "hardcoe" RPG fans are looking for, their imaginary holy grail, is a game that can combine all the versatility of a pen and paper RPG with the accessibility of a videogame. You have freedom of ideas in pen and paper, because you just think of something, and look to the person running it to roll some dice and make a rule for it. Videogames have limited resources and lack that freedom, but make those ideas "real," letting you steal some loot and flee the guards and hide in the sewers, adrenaline and excitement ahoy, instead of spending 5 minutes rolling dice and trying hard to imagine it.
The Elder Scrolls games get extra points from those players because they reach tendrils in the direction of those freedoms. Oblivion has fewer of them. It has nothing to do with how good the rest of the game is or isn't, and everything to do with the fact that it comes from a series with those tendrils, promised more, and delivered fewer. You can have several great games, and easily have someone who hates one of them because it's a genre they don't like. It doesn't really
matter if it's a "good game." It doesn't have the features those people are looking for in a good game, so they don't like it. The extra hate comes from the fact that the market is saturated with those "other" games, and the desired features are a niche market. Being a niche svcks. You've got a group of people living in constant withdrawal for that ever-so-rare genre they crave, then you dangle a box near them promising a fix, and then they open the box and find a note saying "Psyche!" It doesn't matter if that box was full of
gold, they're still going to murder you.