It's funny how these things come around. When Morrowind came out a whole bunch of us Daggerfall fans were really disappointed, and Oblivion directly addressed many of our points, so yeah, Oblivion wasn't a Morrowind++, it was more a Daggerfall++, which is what the fans had been requesting when the design docs will have been drawn up.
I have seen that claim quite often, but the reasoning behind it totally eludes me. I rather see an unbroken trend away from Df with each successive game.
- Hallmark of Df was the enormous world - O is smaller than Morrowind
- Df had random timed quests for factions - none of that in either MW or O. On the other hand side quest writing has continually improved from Df to O.
- Df had a complex, even slightly branching main quest revolving a lot around intrigue and power struggles among the nobility - O was entirely linear, and made nothing out of a setting that would have been so rife for intrigue and powergrabs.
- Df had huge semi-randomized dungeons that made no sense, but were exciting, and hard to explore. While the dungeons still make no sense most of the time in O, they are decidedly smaller. In MW, the dungeons made a bit more sense, IMHO.
- Df had a huge amount of skills, and the very cool advantages / disadvantages system in Chargen - O is even further simplified from MW.
- There were certainly no quest or compass markers in DF.
So, in what way is Oblivion a return to Daggerfall except for the more "classic medival fantasy" setting?