It's very easy to want it, but do you guys have ideas on how to implement something like this without it getting way too complicated? I actually think the fame/infamy system was quite well done, and there were always ways to be good or evil. Things like this are easy to implement in games such as Fable where the entire game is linear and there's actually a focus on quests involving good/evil. I don't think TES should be as much about good/evil as other RPG's.
On the contrary, I think TES should be designed to account for the vast array of ways you can play your character, and one of the major problems with the quests in Oblivion was the lack of any choice or consequences. Good/evil/neutral solutions to quests, where it makes sense of course, would go a long way to create the illusion of a game world that is shaped by the player's input, which is a noble goal in any rpg. Whats the point of being able to play the game any way I see fit, as any of the TES games allow, if the game will not react to my choices? Oblivion is full of instances where the whole concept of accomplishment is ruined by the way the world reacts around you. It doesn't matter if you are the head of any guild, or your fame is 150, other than a few one liners. Most npcs will treat you the same, oblivious to all your heroic or evil deeds. A simple number like a fame/infamy score, which only affects in a numerical way the disposition of npcs in the game is a very poor way for the game to keep track of what you have done, even more when said disposition can be easily adjusted with things like bribes, magic and alchemy. In other words, fame/infamy is completely irrelevant gameplay wise in its current incarnation, and anything they do to adjust or improve the system would be a very welcome addition, at least in my opinion.