What exactly do you mean by this? How are Morrowind's side quests a different style than any other game's?
They feel too repetitive. They're almost always just simple fetch, escort, and/or kill quests with few truly providing unique settings, premises, surprises, twists, and references from my experiences, yet I've found many numerous twists and turns in Oblivion's that made them stand out for me. I've seen what I believe is an improvement in quest structure with each progressive Elder Scrolls game, so in comparison to the older games, I think Morrowind's side quests are fine, but I enjoyed Oblivion's more, and Fallout 3's even more. For example:
Spoiler - the quest involving Pale Pass; enough said
- the quest involving Garridan; the tears of the savior; folklore and a subterranean forest with the frozen form of Garridan himself
- the first Fighter's Guild quest where, instead of just killing rats, I had a twist in having to defend them, then going hunting a bit, then killing another, catching the source in the act, and having to choose who to side with; never experienced another quest like it
- the quest involving buying Benirus Manor was just neat and, again, unique, although a bit foreshadowed, and therefore cheapened, by NPCs
- the quest involving the Ghost ship of Anvil; a wonderful, eerie occurence
- the quest with the all-female gang of thieves and the unique stuff they took from their victims;
- all 15 Daedric shrine quests; whoever hasn't played them must do so now :stare:
- the quest involving Agronak's lineage; very unexpected outcome and gave some evidence of crossbreeding for the lore records
- the gang involving the grave robber; involved a bit of sneaking around and actually getting to enter a private gravesite
- the quest involving searching the Amelion family tomb; nice little treasure hunt
- the quest with the Order of the Virtuous blood; surprising result, critical choice to make
- Glarthir's paranoia; memorable... and makes me mistrusting of my neighbors
- the quest involving the forelorn watchmen; local superstition, a shipwreck, and a treasure map
- the quest involving Hackdirt; nice "A shadow over Innsmouth" reference
- the quest involving Aleron Loche and his debt; I am the hunted in this reference to "The Most Dangerous Game"
- the entire Ayleid statue questline; enough said
- assisting invisible people in Aleswell; brief, although surprising
- stealing an Elder Scroll; please tell me that is enough said
- the entire Dark Brotherhood questline
- seeing a Hist tree and toppling a rival organization
- killing innocent civilians in a Hist-induced rage
- the quest involving the Staff of Everscamp; Those things were annoying, eh?
- identifying Mazoga, hunting down Black Bow bandits for the Count, and becoming a Knight of the White Stallion
- reuniting brothers separated at a young age and helping them to reclaim their family home; the drunken one was hilarious
- the quest involving Rythe Lythandus and the enterable painting; simply a unique setting
- avenging the farmer's wife's murder; truly felt sorry for the guy
- etc.
I played through Morrowind's Fighter's Guild questline, Morrowind's Imperial Legion questline, and half of Morrowind's Redoran questline waiting for the really cool stuff to happen (building my stronghold was nice and the corruption within the Fighter's Guild was too, but the quests just didn't seem worth it), but it all felt a bit... the same. I just don't feel motivated to go through any more faction quests and from what I've seen from non-faction side quests in towns, I don't feel like playing through those anymore, either.