You can do this in Morrowind. You can do it fairly easily, really. Hardly anything in the game actually has to be killed, the things that do are easy to kill even at level one unless your character build is terrible (especially if you've got the right equipment on hand), and absolutely no enemy in the entire game poses a serious threat thanks to the fact that backtracking and sidestepping automagically trumps literally every single opponent in the game.
It was actually a rhetorical question, I haven't personally done it, but some guy http://www.youtube.com/watch?v=m1IRxTN-_kU, in 7.30 minutes too.
I must say, I'm impressed, and I don't think the average RPG players can do the task, and I ask
rabish12 to try it and show us the proof.
As some of the places that the main quest send the player is really hard for a
normal level 1 player who have not started to develop his skills.
This seems like a fair point until you consider the fact that Oblivion simplifies getting to quests and quest objectives. The quests themselves are actually more complex in Oblivion in terms of how they played and what their goals involved. I don't think it's fair to claim that they dumbed the whole game down because it's easier to find the target in an assassination quest when you're then left with multiple ways of killing that target and different rewards based on how you do it, or when it's far simpler to find your way to the things you're killing when Oblivion then has you kill them with a handful of troops fighting alongside you and pushing up the battlefield.
More complex quests means longer periods of following of the Map markers and quest markers, and I must agree that Dark Brotherhood quests were a bit more complex than others.
But by more complex and confronting guilds and factions, I meant just that. There are lots of guilds, factions, and great houses in Morrowind that have confronting view points, tasks, and rivalries that are sadly missing in Oblivion.
In oblivion you had to follow the fighter guild quests, for instance, to the last detail, and did not have the choice to do them in another way, but in Morrowind, if the given quest would conflict with thieves guild, and you did not want to offend them, them you could do the job another way or ignore the quest, and finish the fighter guild's quest line in some other way which was supplied as well.
This is what I meant in more complex and confronting.
See what I already said about the quests. This applies to the guilds as well. There aren't as many, but they're far more differentiated in terms of quest content and the kind of gameplay you can expect from the quests that they offer. You're basically saying that it's dumbed down because the deeper content it provides doesn't give you as much fake variety as Morrowind's did - it's like people who claim that Daggerfall is deeper than Morrowind because it has more factions even though most of those factions are literal copy-paste jobs of each other.
Again they are a lot more strait forward in morality and point of view, and if you do not have unlimited man power and funds, if you want to fully voice act all the lines in the game, then you are placing such constraints on the development and QA team that you can not have the amount of quests and AI lines that you could if you did not voice act those lines.
And think about scenarios that you may decided to change the lines after that or edit some problematic parts, and repeat the process. Morrowind had no such constraints, and a proof is the LGNPC project.
It's not just these either - most everything in Oblivion that was cut back was cut back so that they could focus on adding more depth to the content they did include. Even the skills, the other thing people commonly complaint about being cut down on, are significantly more interesting on a skill-by-skill basis than they were in Morrowind, since they offer you unique abilities and advantages as you increase them.
Not just to focus as I have said in the last response.
There's absolutely no strategy involved in Morrowind aside from "walk backwards and charge attack, step forward and attack, step back before they attack back, walk backwards and charge attack, sidestep extremely slow projectile, repeat" regardless of your opponent or your character's level. That strategy takes no preparation either. Oblivion's not a giant leap forward, but at the very least enemies are capable of consistently moving forward while attacking and arrows move at a speed fast enough to catch something more than half a foot away so there's still some extra challenge there.
There is a strategy that is called character development, and as I said Oblivion has moved from RPG toward Action RPG to get more audience. And I do not deny that the technology has improved, or you might want to inform me about the physic engine and Radiant AI as well? Hmm?
EDIT: Morrowind's level scaling isn't nearly as aggressive as Oblivion's. That doesn't mean that it doesn't happen - it certainly did, it was just done... well, I guess the best word for how Morrowind did it would be "properly", since most people don't even notice that it's there.
I wish there were no level scaling at all, because with a good design, you could not describe the sense of progression in such games.
In all quests you have to think and decide where you would start, the fact of the matter is that this is such a trivial thing that it's redundant, the only reason why it was time consuming in Morrowind was because they were so vague. We went from a perfectly adequate system in daggerfall where you can ask people where things are, and they would point in the general direction, and if they knew any better they would mark the location on the map, to a system where you get lengthy vague descriptions, that can't be discussed, by people who for some reason can't mark the location on your map even though they know the way there.
Yes, Daggerfall was better in this area, but you can not deny that the Oblivion was really dumbed down in letting you know where exactly to go and you could just follow the arrow?
Then what do you do? you cannot find this level of mindless in Oblivion either, you are not "done" when you arrive, you are at the part where you can start dealing with the problem. The part where you actually do the quest.
Yes, but you lost half the fun, and the other half was strait forward with black and white morality and you did not have to think about conflicting with other factions, and with level scaled areas, when you reached the area, you encountered the same repeated foes, and could easily finish the job.