Nitpicky issues aside:
I liked how the music in Morrowind was calmer and more subtle (Oblivion's music was too loud and pushy)
Morrowind's main quest was less rushed: "Here's some gold, go explore and do stuff, come back whenever!" While in Oblivion we get "Take my amulet! Oblivion Gates! Madman on the loose!!!!"
Your "the chosen one" in both games, but you feel less like one in Morrowind. This makes it easier to RP
Most stuff in Morrowind isn't level scaled, for which I am glad. If enemies get stronger when you get stronger, there's no sense of progression.
I agree. Morrowind allowed for a smoother progression of the story and encouraged exploration. Oblivion's plot set the character immediately off on the main quest and expected the player to complete it.
In fact half of the MW MQ is finding out that you are the chosen one. This allows you to just drop the package for Caius into the river and never worry about the main quest ever.
That's exactly what I'm talking about.
The one drastic difference was that when you cleared a cave or ruin in MW, it STAYED clear, aside from a few "vermin" which might show up from time to time. You were encouraged to move on, and explore another site, of which there were plenty, and varied. In Oblivion, everything just respawned in 3 days, so you could keep going back over and over and over and........
Loot in MW was mostly levelled, but there were a few hand-placed items, and the levelled lists often had a slim possibility of a higher-level item appearing. You never really knew what you'd find. In OB, the levelled lists were heavily constrained, so you never got anything "interesting" at low level, and there weren't enough "hand placed" items to find worth mentioning. The high-level items simply didn't exist in the game world until you reached a certain level, which was ridiculous.
Ideally, something about half-way between that would be perfect, where places would "usually" remain clear for weeks or months, but there would be an increasing risk of dark things creeping back in again.... After 6 months or a year, in game, they'd be "likely" to be re-inhabited, so your "old" character would still have something to do.
I agree here too. However, I don't know if the game would be able to process that correctly. I'm worried that ultimately caverns will be cleared out and then, after an extended period of time, the exact same enemies will appear back there and just sit around and occupy it. There needs to be some sense of change and movement involved, otherwise the action becomes repetitive. With Morrowind, at least there was a sense of absolutism.
I was working on a mod for some time with a few friends in which the idea was to progress the timeline of the game if you failed to complete the main quest in a certain number of in-game days. it turned out to be way more work than we had initially estimated and was abandoned pretty early on.
The idea was that if you never made it as far into the main quest as to be officially named Nerevarine in a certain amount of time, you would begin to hear rumors that someelse had done so (united the Houses, etc.) and that you weren't the chosen one and someone else had succeeded where you failed. . . and eventually after a time Dagoth ur would be defeated and Morrowind saved by someone else.
Or. . .
If you did unite the Houses and the Tribes and become Neravarine, but didn't defeat Dagoth Ur yourself in a ceratin amount of time, then everything would go to hell in a proverbial handbasket. It had potential and had some good story points, but it was just too gawd-awful huge.
What was the most constraining aspect of that mod?
Anyway...Sorry if I'm taking this off-topic. I don't mean to.