pi4t: Sorry, I may have been unclear. I meant that it was a shame that Skyrim's almost childishly simple factions and world weren't nearly as good as Morrowind. I completely agree with what you've said. Of course, the almost alien nature of the world, and the way that it rejects you to begin with, is also wonderful.
StingingVelvet: Skyrim is a lot better and closer to Morrowind than Oblivion was, at least.
Oddly, I got Oblivion (GOTY) first, in the sale in the run up to Skyrim's release. I played it, and got to the end of Shivering Isles, and then returned and discovered that everyone had miraculously got stronger in my absence and I couldn't handle the first Oblivion gate.
I tried installing a few mods, and made a separate character to try a new action I'd been contemplating: systematically slaughtering the entire population of Cyrodiil as a vampire! Perhaps fortunately, Christmas (2011) came and I got Skyrim as my main present, so switched to that. I found it fun, especially the dual wielding, then came back to Oblivion after finishing the main quest and becoming fed up with the lag it had on my ok-but-not-great laptop (by the way, it really doesn't look very impressive at all with graphics settings turned down). When I played Oblivion, though, I still found it more interesting to join the Thieves' Guild and Dark Brotherhood, and kill everyone.
Then, some months later, at the start of Summer, I decided to try Morrowind. Some months later, at the end of Summer, I finished Morrowind, and began to observe the world around me again. The game had captivated me and drawn me in, and let me just exist in its world in a way which the later games, for all their voice acting and photo-realistic graphics, failed in. Just little things, like the number of people on the streets, and the fact that the majority of people were just...people, who had houses, but didn't have a burning desire to send me to a distant cave to recover an item for them. The fact that the guild quests, and the quests for the Great Houses, weren't linear, but that there were multiple different questgivers who
were all willing to give me quests at the same time.
Spoilers for the Oblivion Dark Brotherhood and Thieves' Guild questlines follow:
By contrast, Oblivion had multiple questgivers, technically, but might as well not have done. 'You've done all my quests, now go and do X's quests' was, quite simply, a game mechanic, and a poor one at that. I also didn't like the linearity, too. My evil character was forced to kill the entire Dark Brotherhood [I've forgotten the name of the thing, it's been so long since I played] group? I belonged to, the only people who'd shown my character care. That could have been a major roleplaying feature, but instead worked out flat and boring. The reason? I was forced to do it to progress the questline. If I'd had the choice,I'd still have done it, true, but then my character would have been so much more...interesting and developed, as he'd had the choice.