Gimme gimme is exactly the issue. They just want the idea because "Hey, how cool would it be if we could go EVERYWHERE" without thinking of what it means in terms of quality.
Well there is one thing to consider here. While we may have an entire continent's worth of places to go, but that does not mean that the entire continent will be one seamless landmass. Even World of Warcraft with its MULTIPLE continents and countries has load transition points. I don't really mind that so much, really.
They could have every town and village present in Arena represented in TESO, and they could be just zones you load into. And depending on how their world building tools work, it may be easier for them to put together everything than it is for us and BGS to build environments in the Creation engine. Do we even know what engine TESO is using? Did ZOS build it in-house or did they license it? If they got hold of something like the Hero Engine, which is designed for the purpose of building massive MMO worlds fast, then they can be both detailed and efficient. If you aren't familiar with it, check out heroengine.com. That's not to say they ARE using it, but it serves as an example of the advantages licensing an engine have over building one in-house. It could turn what would be a six-year project into one that takes three years. Hero Engine is what BioWare licensed for Star Wars: The Old Republic. It should be noted however that the engine does not dictate art style. BioWare's choice to go with stylized "cartoony" art was exactly that... their choice. Just as it was their choice to ramp up storytelling and ramp down everything else.
I don't know what you mean by "Daggerfall had less freedom than Arena", you'll have to explain that better. Because Arena has an infinite random world where Daggerfalls world is technically not infinite but you'd never know it because it would take years to cross?
There seemed to be gameplay options that were present in Arena that were either missing or downplayed in Daggerfall. Same could be said for each subsequent game in the series.
If you're not talking about world design the point is irrelevant to the discussion. What about Arena's world design made it better than a more focused single province design, apart from the fact that you can say "I went across all Tamriel"?
It's all relevant. You can have a world that is beautifully detailed and loaded with pre-baked questlines, but without the gameplay features it can feel shallow.
In a way it was. It was vast. You could leave a town and wander around in the wilderness around it for hours, exploring random things and never scratch the surface of how much you could explore. But one person's deep is another person's "not deep enough."
Again, this is subjective. For an engine that only dealt in squares of varrying thickness with which to build a world, Cities, towns and dungeons were pretty well-crafted. Use of different wall textures helped convince the player that they were in unique areas. So yeah, for what it was at the time, it was well-crafted. At least well enough for me.
Was it particularly interesting compared to others?
Again with the subjective questons... It was interesting enough for me.
As for your first paragraph, the thing is it WOULDN'T look as beautiful as MW/OB/SK because they're trying to make the whole world in the same time the other games made one province.
No... that's not what I meant. I was comparing the engine used in Arena's construction to the one they've used starting with Morrowind. I'm referring to graphical superiority of world rendering in the game. One would not look at Arena and Skyrim next to each other on a shelf and be compelled to buy Arena over Skyrim. Aesthetics do play a role in a product's marketability. In some ways, Arena was superior to Skyrim in terms of mechanics, but is inferior in others. I was pointing out that if Arena were to be remade using the same artistic capabilities of the Creation Engine, without sacrificing any of the gameplay mechanics, I think people would absolutely love it. And you know? If you strip out the quests and just build the world and mechanics using a modern engine, you can come pretty close. Stories and Quests can be layered into it, and if they have the tools to keep expanding on what is there, the joys of Arena would be reborn.
Ergo, less time to be artistic and creative for each one. Significantly so.
It's all in how streamlined the tools they are working with are. Every time a new TES game comes out, they reinvent the game. Each subsequent TES game plays differently than the one that came before it. Magic systems are handled different, lockpicking is handled different, Combat is handled different. Skills and abilities are handled different. With TESO, they will have to decide on one way of handling each mechanic and stick with it. They may add new mechanics as time goes by, but aside from minor tweaking, the core mechanics will remain the same. That right there leaves only time for artistic and creative expression.
Of course, this is all my opinion, based on my own personal experiences with The Elder Scrolls since the beginning. Your mileage will varry.