For the first point my point about the MMO was to reflect upon KoA and its MMO like world. The way that "zones" are set up sort of kills the world for me. What I mean by zones it that there are clearly areas that are designed for level 1-5, 6-10, 11-15...etc. The mobs in the zone basically stand around waiting for you to kill them, they have no life, and no purpose outside of for you to farm them. Bethesda is one of the few developers I've seen who create an open world game that doesn't rely on such a mechanic.
I agree, Bethesda chooses to scale enemies somewhat which allows you to visit any zone. In KoA you CAN visit any zone, but you would be ripped apart in a higher level zone if you're not careful. I do not see how this has ANYTHING to do with Bethesda's inability to add meaningful dialogue, fluid combat, and a solid story. You're basically saying that these other games can do it because they don't have scaling enemies.
Overall my MMO statement was nothing more than a overreaction, a fallacy if you will. As for The Old Republic I haven't played it so take what I say with a grain of salt. Ultimately that approach to an MMO fails because once you're done with the story, which would be the main driving force, you're done with the game. From what I've read, and from what I've heard most people quit after they complete their characters story because it's kind of like retirement at that point.
Again, you're way off the mark. The driving force in MMO's is end game content: instances (flashpoints in Old Republic) and raids (operations in Old Republic). ToR has an abundance of end game content, tons of loot, while still maintaining excellent dialogue and story line. ToR fails in other regards, mostly in its lack of innovation but that's neither here nor there. They're alive and well, successful, with subscriptions growing. They broke the MMO mold.
That isn't to say that the story isn't good it's just that the main reason to play is the story which really defeats the purpose of an MMO. Also the raid structure totally fails when you incorporate story and the choice system. It was a great idea, implemented well within the context of an RPG but fails at the MMORPG part.
This is entirely
your opinion, as the alignment / choices system in ToR is praised by players and reviews alike. I'm not going to get into opinions.
KoA is much, much more constrained. I've played maybe an hour of it and the world felt much shallower than that of Skyrims. Invisible walls, places I couldn't go, etc. Yes it's an open world, but not to the extent that Skyrim's is.
I didn't hit any invisible walls in KoA-- just couldn't fall off cliffs. Again, I don't see the logic. Because you can jump off cliffs in Skyrim it makes sense that their story, dialogue, NPC depth, and combat are all shallow and bland.
As for the combat... I dunno why people say all Skyrim consists of is "click, click, click" because that's EVERY game! Name me a game (not kinect) where I'm not clicking a mouse or pushing a button to attack. As for Kingdoms yes it has better combat but it is just click, click, click and ultimately it looks flashier but becomes a button masher because that's far more effective. Yes you have a dodge mechanic and it works, however you spend your time clicking at an opponent... such is the life of a video gamer.
KoA's combat is flashier, it's more fluid-- it just LOOKS better. In Skyrim, enemies (and my own character) barely react to being hit. The combat hasn't changed much since Morrowind, other than the slow-mo up close cut scenes, and the fact that they fixed the back peddling exploits.
To me it is again the problem with an open world game. The bards college could have had some of the BEST writing in the game but nobody would ever see it. The story could have some of the BEST writing in the world and nobody would ever see it. You said it yourself the appeal is exploration and in that sense Skyrim is unmatched. It honestly becomes a question of "is it worth it to spend time, money, and effort to create awesome dialogue that only half of the gamers will see it?". I understand that's a question of any game, but in a game like Skyrim where you can go anywhere it becomes a bigger question.
Remember, we're talking about NPC dialogue and questing-- which is a HUGE part of the game. With branching dialogue options and consequences, a powerful driving story for a main quest, better written guild quest lines... how on earth can you assume "no one will see it"? Especially considering the amount of "books" in the game that feature full stories. What about combat? Also a HUGE part of the game. Would no one see it?
That being said I do agree that more choices and less character ambiguity would be great however I hate moral systems. They're simplistic gimmicks that add very little to the game. They take me out of the experience and are poorly implemented. Bioware does it the best, but that's like saying Microsoft has the best motion controller.
Moral choices take you out of the experience? You think ONE dialogue option to select and ONE way of completing a quest somehow immerses you more deeply than multiple options with consequences to your actions? You have an interesting taste in gaming...
I will say that the Daedric quests are easily on par with Bioware games in terms of weight. You really feel like the princes have complete, and total control over you and in many cases you're tricked into doing their bidding. Many of those quests will always be the pinnacle of story telling in Skyrim and much of the TES series.
Again, this isn't good writing. This is laziness. Forcing someone into completing a quest in only ONE way (House of Horrors, for example) is laziness.
I could name at least three things that every game does poorly, and those 3 things will always be huge game mechanics. I'm not saying that makes it right, I'm just saying that's how life is.
I love Bethesda, I love Skyrim, I want nothing more than to see TES grow and get better. Your ideology to just "accept" shortcomings is, to me, totally unacceptable. Thankfully there are plenty of people who can and will criticize a game so that future installments will improve.