I think we, or most of us, can agree Oblivion was a pretty spectacular game... But it needed work. Personally I have only ever played Morrowind for a short period of time (the graphics are really hard to talk yourself down to), so I can't talk about what it did right or wrong or whether Oblivion's deviations were good or bad; I can just talk about what I would like. And that is the point of this thread: to debate, discuss and develop ideas we would like to see applied to this latest chapter of an incredible franchise.
Not all of us have played Morrowind, this does not make us casuals (it might in cases) or against the difficulty; so if you think some Morrowind mechanic would work well please explain it for those of us who haven't played it. Also, within the boundaries of absurdity, if your only argument is that the idea is too much work for Bethesda, perhaps you should just not argue that point. Beyond that, standard forum rules apply.
--My Hopes--
More Voices
Ok this one is by far the simplest but these games need more voices. I understand that the 10 voice actors were very good, but a nice standard would be major story character getting an exclusive voice and random NPCs should have at least two voices per Gender+Race so it doesn't sound like one guy talking to himself.
Magic Improvements
Magic is not mundane. I understand that there is a need to balance magic with melee and ranged weapons, but it can't just be point and shoot all the time. Magic should feel, somewhat more magical. Also, as one who "mastered" the mage archetype, invisibility spells are too overpowered; currently you can get away with fighting one of every 80 or so enemies as is. Perhaps by adding some trick to maintaining invisibility this could seem less like a god mode.
General Depth
Martin was the most well developed character in Oblivion... and that's a little sad. At least some big characters need to be more human and emotive. Quests are too easy in Oblivion, certainly including a way to have the quests laid bare to you (as in being able to dig out a big hint) makes your game more accessible to a wider audience, but not all audiences want their hand held through the entirety of the game.
Trading and Economies
Economies are big things and there are tons of Economy engines designed for games just like this. Say there is a shortage of Herb X, Herb X should be traded (on all sides) at a higher price but if Herb X is suddenly in abundance then its price should drop. Also, beyond stolen goods, there should be some items that certain traders won't buy like a vegan NPC being unwilling to purchase meat.
Faction Breadth and Depth
Factions are in my eyes the greatest morality gauge of any system imaginable. Why? Burning a book may appease some people, but it will infuriate others. Everything is subjective and if word of the action should reach back to the faction it should impact your standing with them applicably.
More Models, More Skills, More Armour Parts
No argument really need be made. Everyone noticed the same 8 weapons showing up everywhere. As for skills, a claymore and a dagger are not used in a similar fashion. And a greater number of armour parts the more customizable your appearance is.
Less Random Items
The greatest ring for a blade-user should not come off a random bandit with an axe. Powerful items have some method in their madness.
Alchemy Mini-Game
Obviously this could be used for other things as well, but alchemy is way too simple in Oblivion. Admittedly, you may not wish to play the mini-Game each time and they could build in some feature like making a "guide" for it (doesn't tell you how to get the effects, just automatically does it for you after you've done the same). It would be interesting to say the least.
And this one is a nice dream
Leveling Development
Ever notice that the greatest swordsman, and a novice swordsman hit things in much the same way and in the same stance? It would be nice to see animation change gradually as your skill changes. Moreover attentive and strategic players might notice the way a bandit is using his sword and realize he has Expert level skill and understand how his charged attacks will work. It is also a nice way to feel that your character is growing, watching as your limp-armed peasant turns into his hacking and slashing into a fluid artistic motion. Or watching as your mage goes from wiggling his fingers to try and focus a simple fire ball to nonchalantly snapping them into existence and firing them across the room. Watch your rogue go from trying to tip-toe across a room, to swiftly and silently darting about a hall.
And of course: More RP. Roleplaying gets a bad name, but with no morality system or an infinitely subjective one, I feel people could learn a lot about themselves and also create a character that is truly unique and important to the person.
{All Above Are Works In Progress, Falling Asleep and Needing to Work More on Them}