Well, it was just my own personal wishlist
It's not that I think any of it will actually happen!
A few points:
Actually, I consider TES (the concept) games to be kinda like singleplayer MMOs - but without the grind and WITH meaningful dynamic content - as well as an actual end to the game, if you want it.
I think it's one of the most ideal platforms for a cooperative multiplayer experience.
Just you, and 2-3 friends existing in that world together - exploring at will. You get to share the experience with friends, and that's something I personally think would enhance my personal enjoyment tenfold.
The anti use-based system
The issue with this system is perhaps more about its implementation. One of the PRIMARY carrots - to me - in any RPG, is the sensation of development and reward. The use-based system provides little to none of that.
You basically go from:
Blade 36
to
Blade 37
—-
You know?
You never feel the progress - you just slave away and feel like nothing ever happens.
I know they tried a little bit in Oblivion with a few powers at 25 point increments, but it was far too little in terms of what I'm saying.
Then there's the whole exploit aspect, and yeah, I'm a min-max'er. I can't help that, because that's just what I enjoy. The use-based system is the anti-min/max'er way, and naturally I'm biased against that as well.
Really think about this.
Would you rather have ~300 generic dungeons or 30 (THIRTY) deep, handcrafted with care dungeons?
Even 20 would do. You have a huge landscape with cities and guilds, and then you have 20 large story-based dungeons, with puzzles and rich background material?
I'm talking 2-4 hour dungeons here.
Do you REALLY need generic semi-handcrafted crap on top?
If you do, then a random generator should suffice - which should be simple enough to implement.
Have to explain that one to me. It's okay as long as it is still possible to have dozens of items on a table. No Gothic/Risen interiors please.
What I mean, is that Bethesda is using a very primitive way of streaming. They divide the world into big cells - and they visible load and "pop-up" around you. The pop-up alone is not all, because the engine stutters like crazy loading content like that.
Look to Risen for an incredibly efficient way of streaming large outdoor environments.
That would have been nice but I doubt they'll be changing engine any time soon.
I don't think it's the engine, actually. Gamebryo is supposed to be really flexible. I think it's just how they're using it.
They did much better in Fallout 3 - so it CAN be done.
Some, but if it fits the setting not just for sake of having it. That's like the obligatory desert part of many RPGs.
Well… Yes, for the sake of having it - because I love underwater content. But obviously, it's a balancing act. You shouldn't eliminate something better to get this.
Now, I'd never argue that such quests are bad.
They're fantastic and great.
But, this is one area where I think it's unrealistic to a large degree - because it takes HUGE amounts of time to create deep meaningful quest-trees and intricate structure that responds to your individual approach.
I simply don't think it's feasible in a game like TES - because, as you say, it's about breadth and scope.