1. The "dungeons" were all the same.
There were about 4 types of dungeons in Oblivion. Ayleid Ruin, Fort, Cave, Oblivion Plane and combinations thereof. With the Shivering Isles expansion, add several more dungeon types to the list. Oblivion has more TYPES of dungeons than most other games have dungeons, period. What is Oblivion's competition, here? I'm not going to deny that the caves of Cyrodiil got boring. But come on, it wasn't that bad. It's not as if it's Dragon Age II, with the same exact dungeon being used for 50 quests. In hindsight, to make the game even better, they should have hired more people for dungeon-creation like they did for Skyrim. Still better than games with a maximum of 10 dungeons. Most people had no problem playing for over 300 hours despite this.
2. There's no Multiplayer.
Good. The Elder Scrolls games are the final expression of a great idea; a game where I can pick flowers or read a surprisingly long in-game book without a whiny, vulgar 13 year old accompanying me. And, no, it shouldn't even be an option for a good number of reasons listed in other posts. Over time, people will fail to get the whole point of going solo. It's not something you "get" right away.
3. The game is "bland and lifeless".
Bland? That's how I felt about the art direction of Morrowind and I felt Oblivion to be a slight improvement. It's true, many portions of the game seem ripped directly from the non-fantasy version of Earth as it actually exists. That's because the game designers literally went around the world taking photographs of objects and materials that would fit in the world and then precisely copied them. Yes, that means no 30 foot long organic swords or wicked twisty armor like in JRPGs-- is that really a hang-up for you? It's kind of insignificant.
By bland do we mean that it wasn't covered in ZOMG GIANT MUSHROOMS? Exactly what gimmick should Cyrodiil have used? I can't think of anything good and it would have been tiresome to do that general concept for two games in a row, anyway.
Lifeless? So, they make a big city and put a lot of people in it. However, the city is a little bigger than the number of individually crafted NPCs can fill. The NPCs going about their schedules on tracks looked bad but it was a minor issue and most NPCs in other games just stand in one spot 24/7. Had anybody created a world with so many non-random, multi-line interactive NPCs before that? Have they done it since? Then what exactly are you comparing it to? Morrowind certainly didn't have this functionality. At least, not without a glitchy mod plugged in.
Sure, Assassin's Creed filled the world with virtual bodies, but they had no more lines than an "oof" sound when you bumped into or pick-pocketed them. Not even close to Oblivion. Fable III? Oh yeah, I never got tired of hearing "my dad says you're the Big Cheese". Not even Fallout 3 made cities that were as big that had as many NPCs. You might as well be putting down the world's most powerful gun because it doesn't shoot plasma -- when nothing else does, either. I mean, I assume you play video games in general so why do you reserve your impossible standard for the one game that surpasses all others in so many respects?
In fact, I felt the opposite about the "outside" world of TESIV -- too much "life". Or at least, the amount of critter life was poorly located. Why can't I walk from one city to another without being attacked separately by 4 wolves, 3 bandits and a mudcrab? How the heck do the residents of this world ever get anything done with so many aggro critters running about? It looks like they're fixing this in Skyrim by putting the enemies in groups instead of scattered everywhere so that you can't go from A to B without 8 battles. I know people have complained to the contrary, I just don't see how there could have been more enemies without making a simple walk a laughable exercise.
4. Level and loot scaling. Alright, that was a glaring weakness. Let my character get powerful after 300 hours, plzkthx. And at levels 1/2/3, you'd think that wolves outnumbered people.
To even begin to bring Morrowind up to Oblivion's level, even before we touch graphics, you have to install the Morrowind Script Extender, Unofficial Morrowind Patch, Living Cities of Vvardenfall, etc. Then install the ten other mods that are required to give Oblivion's improvements to Morrowind. Then, sit back and enjoy your system crashing from conflicts.
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