Once again, I'm totally not saying your opinions aren't valid. I just think your expectations are a little too high.
The team is bigger- it sure is! And if you listened to podcasts or read the blogs, you'd see what they were working on- making the game world as detailed as possible. They spent hours detailing the smallest things, making each piece of meat 3d renderable. Combing the countryside with microphones for ambient sound. Months writing a completely new language (both spoken and written) for the dragons.
Bethesda's focus was on the world first, and the NPC's later. That's kind of how they've always been.
That was kinda my implication. They seem to have dedicated the bulk of new team members to side projects. This is an RPG, where are the quest designers and the writers? The main focus on any new entry in the series should first be on expanding the role playing possibilities. This means more quests with greater interactivity, a world with greater reactivity, characters with more depth, etc. Instead the focus always seems to be on gimmicks. In Oblivion, facegen and that tree growth simulator thingy were highlights in any preview. In Skyrim, the detail put into a side of beef and procedural snow. Who cares?
These aren't valuable pieces of the world building process (or rather, they are just flavor). What
is valuable is a world that's reactive, characters that are believable with depth, player agency in quests. If the people who live in the world are shallow, if there's no consequence to my choices (or if I'm presented with no choices), then that world is not believable. My ability to snatch butterflies out of the air is fluff. It doesn't matter. It's one of those things you do and think, "Neat!" but it's not an important inclusion.
Justifying the lack of
meaningful world building by pointing at piles of graphical flairs and better audio design doesn't cut it.
You ask why they've trimmed down on quests/faction choices/etc? I honestly don't know for sure. I can give you my assumption- graphics/coding/complexity of coding. I don't know the first thing about coding, but I did live with an extraordinarily talented programmer for a few years. I know how many hours one simple line of program can take, and how one interaction mistake can mean hours and hours of workarounds and fixes. The more complex the program gets, the harder it is to work with. We're seeing that now, with patches that are supposed to fix things but are instead breaking new things! These people are professionals, experts in their field and even they are having a hard time working with the size and scope of the game as it is now. Think about that.
Which again, comes back to the whole "bigger team, more money" thing. These improvements on the team side of things should result in improvements on the gameplay systems side of things. And I mean in totality, not just improvements in certain systems while others face new problems are retain problems that have existed since Morrowind. The game as a whole should rise up.
One of the reasons (something I posted in the other thread on this topic) they don't have a ton of reactive/consequential NPC's is because this detailed world is so open ended. You can join any faction. You can kill (almost) anyone. You can steal (almost) anything. With very few exceptions, the world is completey interactive. Every small consequence that could change that limits the future choices, and Bethesda/TES has always been about giving as much choice as possible.
That's what choices entail. :shrug: If I choose something and nothing happens then I may as well not have chosen at all. Consequences for your actions doesn't mean less freedom. I choose to level my sword skill, I'm not going to be as good with a bow. That's not a loss in freedom, that's simply the logical consequence of my decision. This is no different when we are discussing quests. Siding with one faction over another might lock me out of any benefits that other faction might have offered. I mean, does the option to side with either the Stormcloaks or the Imperials offer more or less freedom for the player?
On the flipside, not offering the player any choices does limit freedom by imposing decisions on the player. Sure, you can choose whether or not to take a quest, but you can still do that in quests that
do offer multiple solutions. By not offering the player any choices within a quest, you are forcing them into one specific course of action. Player agency is key here. I need the option to make decisions if I'm to have the freedom to play the sort of character I wish to play.