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Specifically, because of VisTrit's post, I read the third point, and here's what I have to say:
3) Primitive plot and side quests. Role-playing implies the possibility of choice. In the Elder Scrolls games, there is very little choice, and what exists mostly boils down to the banal "get money/get an item." Kill or not kill an NPC. That's it. And what can we say about the extremely rigid main quest?
In Morrowind, role-playing is ensured by a good atmosphere, firstly, and the presence of many guilds, secondly. There is a choice, but it is a choice of guild, each of which has its own atmosphere. Of course, the available roles are predetermined, but they are written atmospherically. As for the plot, in the original Morrowind, it is quite interesting and ambiguous; for example, Dagoth Ur appears to many as a hero, not a villain, unlike the hypocritical Almsivi. And Daggerfall is actually quite non-linear, I must say. There aren't that few endings there. In Morrowind, the freedom of role-playing lies in the fact that you are free to join one or another organization, and besides, there is role-playing as a vampire, where there are already three roles (by clans).