would be so much easier making this game more linear than th old AD&D games
you do A and when you complete you can do B or C any one will lead to even D and game over
No challenge no replayibility
Wait the old AD&D games were linear? Not the way we played them. We had a group of players who took turns being DM but we all played in the same game world. It was a living open world, with cities that each had their own unique character, different countries that sometimes warred with each other, history and backstory for everything and it was all of our own making. We kept track of new locations on a big map as the world was developed.
Skyrim and TES games (not to mention all the mods) remind me so much of the way we used to play AD&D back in the 1980s. We never used a "Dungeon Module," because even back then, the user created stuff was better than anything off the shelf. The only things we bought from TSR were the handbooks, but then we rewrote a bunch of the rules cause a lot of them did not make sense.
It was anything but linear. Many of the adventures were out of doors and there were always an indefinite number of ways to solve problems. Lots of areas were "recycled" into multiple campaigns because new creatures would move into that old ruin once the old ones were cleared out. The challenge there was to make the new campaign interesting even though the players already knew the layout of the ruin, but that sometimes made it more fun because the players felt like they had an "advantage" over the bandits now inhabiting the ancient zombie ruin because the party of hearty adventures might know about a secret passage from their last adventure in the ruin that the new bandits had not found yet, which let them set up an ambush.
Those were the days my friend!
There were times when the players decided not to do what the DM had prepared because they wanted to do something else instead and the DM had to adapt and improvise. Way nonlinear. Of course, we had a very creative group of DM's who were willing to improvise rather than use their "god power" to force the players back onto the chosen path.
Plus, we rotated DM duties, so the DM's followed the golden rule of "do unto others" because they knew that if they were too arbitrary with their DM power, they would be punished next time they sat in the player seat.
Okay, back on topic, Skyrim is very reminicient of AD&D the way we used to play it in my old group. Non linear adventure and exploring.
The problem I have with Morrowind is that nothing respawns underground. That doesn't make sense because once you clear out a bandit cave, new bandits would move in eventually. It also makes for a dead world eventually because you will eventually clear out every dungeon. For this reaon I could not get into Morrowind as much as Oblivion because I knew I would eventually run out things to do in Morrowind. Unless you have level scaling you either end up with a dead world because stuff does not respawn, or you end up with a world full of trivial monsters that are too easily slain.
For this reason I support level scaling. Skyrim's level scaling system may not be perfect but it is pretty darned good. There is a chance you will meet tough monsters at lower levels and you still meet a sufficient number of weak monsters at higher levels.