It seems very unlike TES, play wise. Many people will argue that it's the only way it can be made into an MMO, but I know 100% for a fact that is not even remotely true.
Take a look at Ultima Online. Or rather, the original Ultima Online, before Richard Garriot left Origin and EA tried changing it into a 2D WoW clone. It has many parrallels to the single player TES experience we all know and love, and it is the reason why I always thought an MMO of the series could be done really well.
Originally in UO, there was no safe haven outside of cities. Everyone and everything could be killed, including major NPCs and players. You could be a hero, seeking killers and bringing them to justice or even just play a murderous bandit. You could even steal from other players if you had the right set of skills and equipment on your character.
The skill systems of UO and TES are even very similar. You gain "levels" by simply raising skills, which can be raised in only 1 of 2 ways: actively using the skill, or paying some gold to learn a limited amount of skill (generally you can get up to 30-40 through trainers) from an NPC skill trainer; many of which were hard to come by for certain skills such as the Thief Guildmaster to train in certain thievery skills. The only difference, really, was that UO had a skill cap of 700 points (with any one skill only able to go as high as 100 back in the day); TES allows you to master everything.
I played UO long before I discovered TES, and when I first played Daggerfall several years after it had been out, I likened it to a first person Ultima game and thought that if the series ever became an MMO that it would draw heavily on that idea, since UO was extremely popular for a while (though it was also the first true MMO). I am very disappointed to read that TES:O seems more like another generic WoW clone trying to compete with something it has no chance against.