I don't feel like getting just too detailed right now because it's 1:30 AM. But I think that you made my point for me anyways. Morrowind is more open because it lacks those training wheels - nobody idiot-proofed it. I see a lot in Skyrim that 'forces' me to play the game a certain way, whether this is being unable to walk up to Ulfric and kill him on his throne before doing the quest-chain, or the fact that I basically HAVE to go through the early part of the game like Bethesda wants me too. Each game they won't let me into Whiterun unless I tell them about the dragons. And I can't walk within a hundred yards of Jarl Balgruuf without Irileth jumping me to demand why I exist, and then I need to tell her that I'm here to see Balgruuf about the dragons. And then by that time there's so much "OH MY FREAKING GOD DRAGONS EVERYWHERE PLEEEEASE HELP US WE CAN'T STOP THE WORLD FROM BEING EATEN BECAUSE YOU ARE THE ANAKIN SKYWALKER OF SKYRIM!" that it's hard to roleplay most characters just walking away to do their own thing.
But considering the state of the world, it actually
makes sense that you aren't allowed into Whiterun without a good reason.
People talk about wanting real world consequence, but
that is a consequence. A real, living breathing world isn't just about the choices and objectives of
one person, but the choices and objectives of
everyone. The Jarl does not want unknown people entering the city at this time, due to current events, so he has put Whiterun on lockdown unless you have a good reason to enter. So you need a good reason to enter Whiterun.
And for the same reasons, it makes sense why Irelek (apologies if I misspelled that, which I probably did) would want to interrogate you first before allowing a
stranger into the presence of the Jarl.
What you just said is no different than the fact that everytime I turn off Morrowind, I am on a prison boat where Jiub wakes me up, I am let off the boat, talk to a census agent, and then another guard to receive a package to go to Balmora to visit Caius Cosades.
You say that by the time you go through the motions in Skyrim, all the talk of dragons makes it so you can't just walk off - but sure you can, it is not a stretch of any kind to roleplay someone who doesn't believe in the prophecy and goes off and does his own thing. But it's the same thing with Morrowind - you are given a package from the Emperor himself stating to go to Balmora and see Caius Cosades, and if you don't you will be treated as a traitor, and that you owe your life to the Emperor for setting you free. That's a pretty hard order to walk away from as well, but people don't have a problem doing it if they want to play a character that doesn't do the main quest. I know that my Morrowind character easily ignored that for awhile, because he didn't believe in prophecy. He only got involved because as he eventually did more and more work for Caius, and the 6th House started targeting my character, he decided to seek out this prophecy to get close to Dagoth Ur and take him out.
It's all in how you roleplay - and for everyone [censored]ing about having to use your imagination when roleplaying, using your imagination is exactly what roleplaying is...
Morrowind had more choice in the quests than you give it credit for, and a greater variety/more interesting assortment of quests in my mind. The thing with Paarthunax is one example of like three where some brave soul at Bethesda broke free and must have snuck something meaningful in when everyone else had their backs turned, working on getting rivers to flow so nicely. Saadia and the Al'ikr would be another example. Of course I have to wonder why I can't just cut Delphine's head off as my way of saying 'no'...but everyone in Skyrim is essential so bleh.
That may only be 3 examples (but honestly, I can think of more than 3) for all my time in Morrowind I can't think of
one choice in the main quest, or a major side quest, that allowed you to take different paths to complete with different outcomes.
More interesting is entirely subjective. In all honesty, I don't think the storylines in any Elder Scrolls game is really all that great. Morrowind is a tad more unique in so far as Oblivion and Skyrim have real, true, tangible "I'm going to destroy the world!" villains, whereas Morrowind had a more subtle, intangible villain in the plague, and a Dagoth Ur who is off in hiding somewhere, along with the element of do these people even really exist? But more interesting is entirely subjective, and totally not what makes a game an RPG or not.
And honestly, I didn't find many Morrowind quests to be all that memorable, or so much more interesting than Skyrim's. It was a lot of the same, run of the mill type stuff - Ashlanders sending you into caverns to find magical items, Caius Cosades sending you into Dwemer ruins to find puzzle boxes, guild members sending you to different regions to pick specific flowers for alchemy, go kill this guy, go retrieve that item, go deliver this letter. A couple of the more memorable quests that stand out to me come from the Dark Brotherhood portion of the Tribunal expansion, when you go to Mournhold, take part in a play, and a Dark Brotherhood assassin tries to take you out while you're on the stage, and later on you go and infiltrate their base and take them all out. But even then, that's still a pretty basic "find this group's hideout and kill their leader" quest.
I don't see how Skyrim quests are so much worse, and so much more poorly written when you have quests like Forsworn Conspiracy, A Night To Remember, In My Time of Need, Paarthurnax, the entire element of learning about the dragon language (I don't see why that is so much more lower quality than learning about the Nerevarine prophecies)...
If you look closely at my previous post, it was in direct response to a quotation from you saying that you couldn't 'possibly' see how people argue that Skyrim is a different type of game than Morrowind. So naturally the portion of my post replying directly to your quote would mention Morrowind often, and draw distinctions between the two games to justify the point that, in fact, Skyrim is a very different game than Morrowind. I'm not saying and as far as I can tell no one has ever tried to say that because Skyrim 'isn't Morrowind' somehow that automatically means it's not an RPG.
But it's really not a different type of game from Morrowind. It really isn't.
It is an open world game where you can go through the world by any means you desire, whether it be embarking on the main quest, or shacking up in a city and becoming a citizen, or doing favors for the citizens of the world, or joining a guild and raising through the ranks, or even just going off and doing your own thing. The open world is heavily built around exploration, finding new places, dungeon crawling, and often times treasure hunting. Character development is built around leveling up skills through using them, which ultimately level up your character. Usable skills are broken down into 3 categories - Melee, Magic, Stealth, and you are allowed to use any combination of skills you desire without any in game restrictions or penalties telling you otherwise. All races are equally viable to play as any possible class or build, with only minor bonuses in the very early game that are easily overcome and balanced out within a few hours of gameplay.
You can take "The Elder Scrolls" out of the title, and Morrowind and Skyrim still are very, very much the same games at their foundation and their core, and the proof of that is the fact that Fallout 3 is very Elder Scrolls like, with people even going so far as to call it "Oblivion With Guns". The changes between Morrowind and Skyrim are in the details, not in the core of the game design.