It was around 2007 when I last posted an explanation of my TES V wish list, and since then I've added to it, and changed my opinions slightly. So I don’t really think I'm repeating myself by going over it again.
This is going to be a bit of a wall of text, so bear with me.
So, the wish list:
No Level Scaling - This ones simple, I hate the way the enemies scale to your character in Oblivion. You can complete any dungeon and kill anyone or anything from the beginning. It removes any need for progression in the game. As "Mr. Tissue Box" pointed out a few posts ago, they used randomly generated loot containers so that you couldn’t get high level loot right at the beginning of the game, which took away from the fun of exploration and dungeon crawling. Level scaling is one of the worst ideas that Oblivion used, and if they keep it for TES V it may even make me hesitate in purchasing it. It must not be used in TES V.
More Skills - I don’t want too many new skills, it may get too complicated. But with a greater range of skills and more specialisation in skills it allows a player to specialise their character. With narrower specialisation comes greater diversity in different playthroughs. For example in Oblivion they had simply a "Blade" skill which incorporated everything from daggers through claymores, so if I played an assassin who would use his dagger for backstabbing I could then decide halfway through the game that I wanted to swing a two handed claymore (this means that an assassins can play more like a fighter), in reality the skills are completely different, and for the sake of role-playing they are too. By forcing the player to specialise it means that each class plays very differently from one another. This goes for more than the blade skill, armour skills should be split among heavy, medium, light, and un-armoured. It all forces the player to specialise, to role play, to make sure they choose a class and stick to it, and if they want to change then it should take a lot of training and practice.
More Factions - This doesn’t JUST mean more factions, but some factions are the enemies of others, so the character should have to choose during each playthrough which she wants to join. It means that one character can not experience everything in the game. The player must play through multiple times to experience the whole game. I would also like smaller factions or groups to have longer quest arcs. If I remember correctly (It was a long time since I did this) there’s an anti-vampire group in Oblivion that you can join, but this group has about 6 quests, then nothing else happens.
Faction Respect and Skills - In Morrowind to advance in a specific faction you would have to have certain skills to a certain level. For example in the Mages guild you would have to have at least one of your magic skills to a certain level and two to a slightly lower level before you could rank up in the guild. But this went in conjunction to the amount of jobs you did for them. You would need to show your loyalty (in the form of quests) and your skills before you were granted a higher rank. This works towards the same gameplay design as my request for more skills, it forces the player to specialise, they must choose a faction to concentrate on, because if you have no thievery skills there is no chance you can advance in the thief’s guild. But like with the skills, through shear determined time and levelling you can still join, and advance in multiple guilds, but it takes longer.
Better Social System - This is to help with suspending the player’s disbelief a little longer, and making the player feel as though they are in a living breathing world. In any of the TES games I’ve played so far if you commit a huge crime in one city, then travel straight to another city the guards in that city will know exactly what you did and want to arrest you. Every guard will instantly know what you did. Crimes should take a little while to report, someone must go to a guard to report something, and then only guards who have been informed of this should know. So even around a city it should take a little while for information to travel, maybe even up to one day. For information to travel to other cities it should take even longer, it should require a guard to take wanted posters to the other cities, and if the crime is not great enough the guards shouldn’t even bother, simply this means there is one city you cant enter safely.
More lore - In a podcast with Kotaku Todd Howard was asked a question "[Is there one thing from Morrowind that was not in Oblivion that you would want to bring into the next game]" Todd said "[a unique culture]" I’m paraphrasing here; I can’t remember word for word what was said. But I totally agree, Vvardenfell and the Dunmer culture had a lot to learn about, a whole new world of culture to delve into, while Cyrodill and the culture of the Imperials is very close to that of our own history. I would like the next game to either be set somewhere very different to our own world, of for the race of that land to be expanded upon to create a much greater culture to become part of.
More dialogue - Again I’m going to reference Morrowind as better than Oblivion, I don’t want people to think I hate Oblivion, but a few of the design choices that are most important to me as a player are better in Morrowind than Oblivion. The dialogue especially. While I would like to see really good dialogue trees (like in Mass Effect) I don’t think that is practical for a game this size. I would rather see a topic list the size of Morrowinds. In Morrowind you would get a topic list with often close to 20 topics to choose from, this means that you can go to a character with the intention to ask about something in particular, and often come away with some useful information, while Oblivions topic list was rarely larger than 5 topics. This is probably a restraint on the amount of voice acting and space it takes up, but I would rather have substance than flash.
More NPC's - The worlds have always felt sparsely populated. Often with Oblivions AI routine system, during the day you can walk half way round a city without bumping into more than a hand full of guards and few other NPC's. I understand that each NPC needs to be built a home, given a daily routine and everything else, which makes each NPC very time consuming, but I would like to see hundreds of NPC's walking around the streets of a large city, to make it feel more lively, and so that a crowd doesn’t consist of 7 people. I don’t care if half these NPC's have the same dialogue and add pretty much nothing to the game, it would just be amazing to see a living breathing city that looked totally believable in a TES game.