This is marketing Shit. I agree with Stabwound! Elder Scrolls stood well on its own, without robbing mechanics and becoming a crappy WoW clone. It's perfect for an online game, and terribly poor as a Esingle player game if you consider the NPC's have about as much personality as some pieces of cardboard, hence replacing NPCs with player choices would make perfect sense.
I can't get over how good TES could have been, as you point out. Let players start all the same, then pick a star-sign at level 5, a class at level 10, or let them select their own class like in all other TES games. Then let them do their own thing based on adding a few points to their main skills, a few points to secondary skills each level. Don't know how balanced it would be, but it would not be WoW.
Every level they could add a point to language skills instead of combat skills to build up their language knowledge, if they choose to do so. So 1 point in language skills allows you to understand 10% of Kajit. 2 points = 20%, whatever. Or you could advance by way of use. This would allow rounding out a character and individualizing it, in a non-combat way. You'd give up points in heavy armor to learn other languages, which is OK. I'm tired of FPS MMRPGs anyhow.
This could only work in a non-xp game anyhow, as you can't get to high levels in any game unless you can fight. TES is non-xp, so they have the freedom to make it as creative as possible. Give players partial levels for praying at all the wayshrines, or converting people to the worship of Vivec, or discovering what became of the Dwarves, but not by fighting through the Boss Daedra Prince (tm) to figure it out.
Exactly this. Though I'd have players of different races start in different provinces.
And I might implement a sailing feature, if they included the entire landmass, since part of the Elder Scrolls takes place on different isles. Could be interesting, if they even implemented fishing off sailing vessels to pass the time while sailing between landmasses.
Players could catch different types of fish, with ranging buff effects, as food that boosted experience, or regained health points. The occasional piece of loot could be pulled up, such as "message in bottle" type quests, or gold pieces, health potion, etc. Basically a sailing mini-game, as I imagine real in-game time would pass in sailing vessels. Of course, this is Elder Scrolls, so you could probably just murder the crew of the ship and explore the vessel and then be done with it if you don't like minigames. Then plunder their loot.
The only thing they'd need is non-linear dungeons, and I'd be set.
You'll have to forgive me, but since Daggerfall, dungeons have been too tiny. Oblivion got the size right, but then Skyrim gimped it by having most dungeons unravel like balls of string, in one direction, and one direction only. Morrowind, of course, was too tiny, though the custom landmass was interesting. Every dungeon felt cramped in size.
Really, Elder Scrolls seems to focus on exploration, anyway.
With as cheesy as story and dialogue are, I'd just have vendors sell items and forget plot and dialogue altogether. Who cares. It's about maxing out a character and finding the most elite gear, like most MUD's back in the text-based days of Telnet dungeons. In fact, players could trade items through the barter option, and maybe implement gambling in the arena, and that's it. I wouldn't take away towns, but I would let players take the role of most NPC's, with only basic shopkeepers, and no crappy fed ex questing, just exploration for the sake of teaming up and levelling.
I really don't need any good incentive to explore a dungeon if the world is compelling, and the loot intriguing enough. A few puzzles, and SOLD. I'm easy to appease, yet so few games bother... W.H.Y.?
Also, if they included different languages, findable maps would be a MUST. Rather than expose the entire landmass at once, make people find separate maps with different dungeons, provinces, and so forth, and then have an automap that exposes that landmass when the map is found.
Dark Souls really got it right. Minimal plot, dialogue, in open world games. If you're going to bother, you have to make the story tighter than a ball of swiss cheese. Nobody bothers with a cliche anymore!