I might have told you this before Absinthe82, you're one of my favorite posters here on the forums. I know you know this, but size doesn't mean anything unless there's a time limit on anything. The new oblivioners or morrowinders don't even get that. How do we tell them?
Well, time, for me, is important, just because I pretend my characters age, despite not actually aging. The thing is that with time limits, the Morrowind/Oblivion style of gaining quests wouldn't work. They're hand-crafted quests that stack up in our journals. You fail one, you don't get another shot. You dare to ask questions, you find yourself overwhelmed. It's not what I would call fun. In Daggerfall, if I fail a quest, I can just repeatedly attempt to complete the quest again and again and most quests are really just genericly boring filler. In Morrowind and Oblivion, if I fail a quest, I just lost one quest out of no more than a few hundred, permanently, and this would likely happen often as my journal gets full of quests. Therefore, completing quests would require either a sense of constant urgency that would ruin the gaming experience, rarely being able to complete quests(due to most failing), or me not asking questions, which is just an absolutely horrible thing to have to do in a game where so many topics are interesting are the pure essence of temptation to curious adventurers. There are occasional exceptions to the no time limit rule(A Brotherhood Betrayed, for example), but that time limit is only an exception and only starts counting down when I am deep into the quest. Time limits just wouldn't work with Morrowind/Oblivion's stacking quest style, and if Bethesda goes back to
repetitively-generic randomly-generated quests being the majority of the game's quests, then the series will take a huge leap backwards. It's not something I(and likely many others) would be pleased with, and it's a system Bethesda hasn't used in 14 years, so I'm pretty sure it's not coming back.