ignoring arena...
daggerfall- insane amount of skills,insanely large world, lots of lore and factions. multiple endings to the plot
morrowind- comparatively very small world but balanced out by incredibly detailed lore and landscape. highly detailed guild system. plot fleshed out fantastically. fantastic world. tod remains fairly uninfluenced
oblivion - few skills, low amount of armour slots, removal of cool stuff. low amount of lore, uninspired and repetitive landscape, basic guild system, generic and illogical plot. more emphasis on combat (although by itself the combat was still pretty poor). land is blatantly Tolkienified
skyrim- even fewer skils, removal of lots of stuff even from oblivion, combat is main focus, more conan and less tes, armour designs dont belong in tes.
estimated tes 6- even fewer skills, tiny randomly generated land, most likeley tod trying to imitate the latest fantasy movie with a little tes.
estimated tes 7- skills are combat,stealth and magic. another fantasy movie ripoff with a little tes involved.
(edit: everything they tell us about skyrim is that it is still simplified, the only instances that involve skyrim not being simplified is a dynamic overlay system for warpaint and stuff,the return of enchant and combat. thats it.
/extreme pessimism
It's more like:
Daggerfall was great game for the time it was released, but many of those skills were useless or could have been combined into others. The world may have been huge but was almost entirely randomly generated. The main plot was good but sidequests were terribly generic. Character development was almost completely absent. Morrowind was an improvement in almost every aspect: Lore, skills, combat, immersion, design and value. Not to mention longevity with the Construction set.
I will agree that Oblivion was sorely lacking a good main plot. But it wasn't the original script that was really flawed, it was the engine's limitations when handling the scope they aimed for. Radiant was still very experimental and some may argue it backfired in many circunstances. From a designer's perspective, Oblivion is HUGE and would probably have benefitted from extra development time and a more polished engine. Yet, it suceeded in presenting breakthrough graphics and a vast landscape. It may have been generic medieval setting, but that was clearly intentional and not something that slipped through. And it was probably more successful in attracting new fans more than all other ES titles combined.
What truly irks me with Oblivion is that it was the first multiplatform release, so things like console memory limitations really compromised certain aspects of the game, such as a true open world, limited performance optmization for multicore threading and lack of high quality textures, at least in the retail release. But it's just the reality of the market today. The same issues will affect Skyrim, but it's something we'll need to live with. We can only hope Bethesda has projected this new engine thinking about scalability and future hardware, which is something that did not happen before.
But we have to keep in mind that 2d games in the 80's and 90's were far more artsy than today's games are meant to be. Today they're treated like Hollywood produtions, running on a very tight development schedule and colossal budgets. As such, we should expect less controversial themes, a very broad target audience and a certain template to be followed. Studios are rarely daring when the stakes are so high.
However, if we're to talk only about design aspects, size doesn't mean quality. Sometimes it does, sometimes it doesn't. Accessibility is good, intuitive UI's are good, getting rid of the obsolete and the redundant is good. Streamlining is only bad if it compromises gameplay and removes features instead of replacing them with better looking or more functional alternatives. For instance: Combining long blades with short blades is good. Moving spells from one school to another, fine. Getting rid of crossbows, armor slots, polearms and spears, because they all have particular technical woes attached to them: bad but acceptable. Level scaling, lack of unique treasure placement, fast travelling are "features" that are designed exclusively to make the game easier and less frustrating for the casual player. But they altered fundamental core mechanics that define ES games. This is very bad Streamlining in my opinion..
I laughed at the "highly detailed" part involving Daggerfall.
Daggerfall was extremely detailed for the time it was released. It's certainly not detailed in the sense of a fully realized game world, but it has so many gameplay mechanics combined that it was truly revolutionary for a CRPG. Today, for Oblivion's standards though, it naturally doesn't stand very well.
LOL. Mass Effect 2 destroys Mass Effect in just about every aspect.
I agree. I only thought it was probably too short, thanks to the portions of gameplay they left out. But the ones left in make up for the missing content, which is quite a feat. Deus Ex: Invisible War related to Deus Ex 1 and Fable 2 and 3 in comparison to Fable are better examples of poor design directions.