No? That's called competition. If Bethesda produces RPG games, then they're gonna get compared to other companies that make RPG games. That's because we're all consumers and we all want more bang for our buck.
But even so, we could very well compare Fallout 3 to Skyrim instead of New Vegas to Skyrim and it'd still sound the same. As I said before, Skyrim basically lets you say "yes" or "no" whereas Fallout 3 provides dialog for good, ("I'd love to help!") for evil ("[censored] off, I've got better crap to do") and for neutral ("will I get paid for this?"). The dialog was actually meaningful too, with good getting karma perks and sometimes a nice weapon as a bonus, neutral generally fishing for more caps and evil getting various other reactions.
Off-topic, but Fallout 3 also did random encounters better. They happened once, so you didn't get the same one over and over and over and over. In Skyrim you see the same ones nonstop.
And while Fallout 3 severely lacked quests, again, they typically all had a good path, a neutral, and an evil. And of course, you could walk away and not do the quest. That's four "choices" if you really wanna count Skyrim's "do or don't do" as a choice.
So even if we pretend New Vegas doesn't exist, I STILL have to wonder what happened to Skyrim. Beth made Fallout 3, and the only things they decided to carry over from it were.....perks (pseudo perks for the most part. They basically took the old skill perks from Morrowind and Oblivion that you used to get naturally and turned them into things you had to pick) and....the lockpicking mini game.
Hell, even the exploration in Fallout 3 was better...
And this is where I completely have to disagree with you again.
First of all, there's no way I would say exploration is better in Fallout 3 than Skyrim. No way.
Following that - you even said it yourself. Fallout 3 had far far far far fewer quests than Skyrim. Far. So they can put more effort and emphasis on giving each quest multiple paths, because there are far less than them. I believe Fallout 3 had closer to the 30-50 hours range of content, whereas Skyrim is billed at 200+.
Secondly, while Fallout 3 and Skyrim are built off the same engine, and a very similar foundation, they are different IP's with a different history.
Without having any experience with Fallout before Fallout 3 (I didn't even know there was a Fallout series until Fallout 3 came out), it seems that the original Fallout games were more dialogue driven. Someone in this thread stated that you could get through the entire game on just dialogue. How true that is, I don't know, but if true, there is a precedent there that Fallout and Elder Scrolls are completely different in their approach.
Fallout being much more story driven, Elder Scrolls being much more character / open world driven. Even playing Fallout 3 compared to Oblivion or Skyrim, I can feel that difference. I don't feel so much like I am creating a unique character, but rather creating a BioWare-esque character that can be "good", "evil", or "neutral", because hey, those are the 3 choices that I am going to have in the game.
And ultimately, because Elder Scrolls is character driven and not story driven, it
cannot have "good", "evil", and "neutral", because ultimately, those choices do limit the character. So Elder Scrolls give you a very basic, very general "yes" or "no" approach, and allows the
player to fill in the blanks, because that's the entire purpose of Elder Scrolls is for the
player to fill in the blanks, and for the game to put as little thought and word into the character's mouth as possible.
That's the difference between Fallout 3 and Skyrim, the difference that while Fallout 3 and Fallout: New Vegas may excel in "choice", the fact is, Elder Scrolls is not about
that choice, it is about the player fitting in their character's motives, and not the game giving you your motives from a list of 3 defined choices.
I think the Fallout 3 / Fallout New Vegas / BioWare "good", "evil", "neutral" system is great - for those games. I would hate them for Elder Scrolls, because I don't want the game telling me what my character is, and why he is doing things.
I'm not necessarily saying that Elder Scrolls handles it
perfectly, persay, but it
is the vision and direction of Elder Scrolls, and always has been. The kind of "choice" you criticize it for not having is not what it is intending to do. That's not the game it is trying to be, and it never has been, so to condemn it for not being that kind of game isn't exactly a fair assessment.