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If so, that's the difference between Oblivion and Skyrim because Skyrim is open ended and lets you keep playing past the "end game" after defeating Alduin.
I've read that the story/plot in Oblivion was better written.
However, Skyrim excells in just about everything else; Oblivion is just too clunky.
I've played Morrowind for more hours than Skyrim and Oblivion combined, but I never compared it to them, because it would be unfair for those games: Morrowind beats them when it comes to complexity and (at least to a certain degree) in immersion.
NPC interaction is better developed, yes, but NPC's in general are not that interesting. I still remember my first encounter with Yagrum Bagarn or Vivec (Morrowind), or Uriel Septim VII (Sir Patrick Stewart, hah!) and the Adoring Fan (Oblivion). In Skyrim I can hardly think of such characters - I only smiled once, when I found M'aiq on the road, but he's just an easter egg from previous games. Maybe I'm yet to see a well developed character in this game.
Don't get me wrong: I'll hit 80hrs of gameplay in Skyrim very soon, as I still think it's a really amazing game. I'm going to invest my time in quest mods and I still have plenty things to do in the vanilla game. It's just that Skyrim - more than any other game in the series - looks like a 'playground' for modders (Moonpath to Elsweyr, and yet-to-be-playable Skywind) rather than a genuine cRPG experience, like Morrowind was... and I just don't know if they've made the right decision to invest their time in creating this 'breathing' world at the cost of good storytelling....
Mind you, I still love skyrim, it was just a bit of a disappointment, and the reason why I bought the game day 1 instead of waiting was because I excepted the same excellent quests as I had found in Oblivion. That loot is basically useless and that they removed spellmaking doesn't help. The dark brotherhood questline is probably the best example of this. The "main" questline of this was actually pretty good, but all the assassination quests were boring and uninspired (kill this random beggar, with no information as to who ordered his deeath or why? No optional objectives? He is standing in the same place all day just waiting for you to kill him? SERIOUSLY?!)
Thankfully, I still have Morrowind which I am playing now. Still havn't started on the sidequest, and have so far only worked on the mages guild questline (and here you HAVE to specialize in magic in order to advance through the ranks). While I have heard that it is in the main quest Morrowind shines, it feels nice to finally make some quests that aren't "hey, I lost this [insert random item name here] in [insert random cave here]. Now go and fetch it for me for 30 gold". (in fact, so far I havn't received a single quest which asks me to enter a cave or similar). There are also a LOT of more factions available, and they all seem to acknowledge eachother's existance.
I would extend the Thieves Guild solution to the other factions. Require bounty/mission quests for the Companions, require a few more assassinations for the DB, require more magic related tasks for the College, etc. Heck, just don't allow anyone to be Archmage until they've gotten at least one mastery quest completed and walked the labyrinth.
I have met some deliver and fetch it quests, but its not anywhere near as bad as skyrim. And those who were like that had plenty of options, in both outcome and how to go about achieving something.
Here let me pick one at random from the Fighters Guild... it's a bounty quest. Go find this Khajiit and kill him. Let's try one from the Mages Guild since you're doing it... retrieve membership dues from a guild member. Let's try a Temple quest... Oooo! This one is different! You have to travel to a shrine and touch it. But the twist is that you have a vow of silence and can't talk to anyone. Still a fetchit quest, but at least it has a twist.
p.s. I consider ruins, tombs and fortresses to be caves. If you haven't entered a "cave" yet you haven't progressed very far at all.
After putting a hundred hours into Skyrim, my general impression is I like Skyrim's gameplay better, but I liked Oblivion's quest design better. Though I suppose we'd all have a better impression if we just took out the radiant quests. They might have worked in Daggerfall, but not here.
I mean, Oblivion even subverted the "kill X rats" quest you see in most RPGs in the first Fighter's Guild quest[www.uesp.net]. A guild as clichéd as the Fighter's Guild, in a game as (allegedly) clichéd as Oblivion, was able to subvert the traditional rat kill quest. Seriously.
I honestly wouldn't have bought Skyrim if it wasn't a playground for modders. Hell, one of the reasons I haven't picked up Morrowind is because I like Oblivion's and Skyrim's mod scenes better, and one of Skyrim's selling points for me was the hope of a better engine for modders to work with. What other game lets you have hardcore survival sims[www.nexusmods.com], anime cat girls[www.nexusmods.com], and swearing zombies[www.nexusmods.com] at the same time?
I would have liked guild entry and advancement to involve performing tasks which happened to need the guild's "favourite" skills to be successful at, which would feel more natural than some guild leader psychically reading my skill values. So far only the thieves guild ever got this. Skyrim's thieves guild had all those radiant quests, and most of those needed some competency in stealth to be successful at. In Oblivion I felt thieves guild advancement was even more natural since all you had to do was steal stuff, and if you're able to steal stuff it can be assumed that you're good at stealth.