Having played Morrowind, Oblivion, and Skyrim now I have to say I don't get the whole "we just want an updated morrowind" thing that some people have going on.
Morrowind is a great game overall, and had a great storyline in its MQ (and side quest were great too), and it felt like a giant living breathing world (bigger than Oblivion and Skyrim put together) but it was largely empty and it took mods to transform it into something that was a bit more interesting. It was hideously ugly, even for its day (seriously Gothic was prettier out of the box), without mods too.
Basically everything you said is something that was fixed with mods. Meaning, that all of concerns or 'dislikes' would've been rectified had Bethesda just stuck to their guns and 'updated' Morrowind like I said. Theoretically, anything a modder could do, Bethesda could do even better.
Also there were lots of things in MW that were really irritating and annoying and I was SO glad they stripped out. Having to swap "hands" to wield magic or to use your weapon/shield for example was really annoying and [censored], and it made magic entirely redundant instead of just underpowered.
The Skills/Talents/Levelling system was absolutely NOT balanced, and much of it was redundant and useless also.
And all of this stuff is back in time for Skyrim. Interesting enough, I think that Oblivion might've had the best magic system, in terms of just pressing a button to cast, while keeping your weapon out for blocking/attacking.
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Now @Nell2
Attributes -I don't see this as a loss at all.
This is immaterial. The fact is they're gone, and integral part of the RPG genre whether you like it or not. Even if you think they're unimportant, my statement was that Bethesda has been stripping RPG elements from the game. This is a quantifiable fact. Now attributes themselves are important because they're one more way to define our character. In Morrowind I could potentially have a character who started the game with 85 Personality, making him extremely charming even at a lower level. For me, this is kind of neat - it opens up different avenues of interaction that makes this character different from another of my characters, who might only start with 30 personality and have to bribe or fight his way through any quest or situation.
Birthsigns -Again, the effects of the Birthsigns are still in the game
Okay fine. I personally only know where about 'five' of these stones are though. What was gained by changing from how it used to be? From a roleplaying aspect, birthsigns were fun because they dictated a window in which my character was born - one more way to make him who he was. If I cared to, I could keep track of the months in game and mark when his birthday passed.
Classes -Actually, classes are just the same as before, the only thing missing is the label... As such, Skyrim actually has more of a "class"
Now this is kind of funny. Classes were important because they defined my character more fully. Rather than having been spawned from a larval state just before getting thrown into the cart with Ulfric, my character can be construed to have a history reaching back 20-40 years before I take control of him as opposed to having a skill set essentially defined by eugenics. In Morrowind I can create a character from Hammerfell, who was a skilled swordsman with a strong arm before being put in prison. This would be different from my second character from Hammerfell, who may have had a small affinity for the longblade bred by his culture, but he had instead chosen a different path - of mercantilsm and healing magic. In Skyrim, the difference between Redguard character 1 and Redguard character 2 is, essentially the pouf in his afro. I don't get a chance to set either character apart until something like mid-game.
Meaningful Difference Between Races -There really isn't any less difference in races than before.
It is a quantifiable fact that there is less difference than races now. It used to be making a Khajiit vs. a Redguard meant that you'd start out with different attributes, very different skill sets, and in many cases different reactions from NPCs in the game. In Skyrim there are no attributes, and with less skills in total the bonuses that different races get from one another aren't as different anymore.
Less Player Choices -I would argue that we have more choice
Again, not true. You don't even get to make character-related choices, really. Every character you have will level up speechcraft and security. Most characters you have will level up either one or two handed weapons. The point is there is no choice, it's just what happens over the course of gameplay, that in many cases can't be avoided. And for that matter player choice doesn't mean just character creation. In SKyrim I have less types of armor, weapons, and spells to use than in Morrowind. I have less factions I can join. I have less quests that call on me to make a decision rather than just go from Point A to Point B in order to kill/retrieve something and return to Point A for a sack of gold. The three or four examples of choices in quest-lines you've given are about the only ones in the entire game.
Less Diversity -I would argue this as well. In Morrowind, a very large percentage of NPC's you encountered were Dunmer natives of Morrowind that didn't like outsiders. It is no different than the Nords in Skyrim. While Morrowind NPC's had repetitive recycled text dialogue, each voice acted NPC in Skyrim has some kind of unique story or tale to tell
Of course you'd have to argue this too. Are you trying to tell me that the NPC's in Skyrim are so much deeper than Morrowind's?
Have you been to the Cloud District lately? Oh! What am I saying? There is very little of interest to be had in Skyrim's characters. At least with Morrowind I could talk to pretty much any NPC about dozens of topics, and depending on their region, race, factions, etc. they would give different responses. Such that, you're right if I went to every single NPC and asked them every single dialogue choice I would receive a lot of recycled answers, but if you're only going to stop and talk to one or two 'unimportant' NPCs per town, you would've even notice things got recycled too often.
As far as guilds, I feel there is plenty of diversity, where the College of Winterhold is completely different from the Companions, whereas in Morrowind, they were pretty much the same thing outside of the fact that one group did combat and the other group did magic.
This of course is just rubbish. The Telvanni had different quests than the Mages Guild, who had different quests than the Fighters Guild. Each quest also had a paragraph or two of backstory and elaboration, which is different by far than Skyrim which has a spoken sentence or two. Nevermind the fact that Morrowind has over a dozen guilds to join and Skyrim has as little as only four full-length guilds.