I disagree. For example, compare the Nerano manor quest to any similar tier quest in either Oblivion or Skyrim. Now maybe I just didn't play the latter two long enough, but let's look at the layers we are dealing with in that quest in terms of solutions
Get the key from Nerano:
-pickpocket
-knock him out and take it (unpatched)
-kill him and take it
Get the key from his servant:
-Persuade/Bribe
-Pickpocket
-Attack, kill, and take it, enraging the whole Council Club and leading to a battle where I hole up in a room and kill guys as the bunch up at the door. Fun times.
-Goad him into attacking you, kill and take it.
Killing his servant ties into another quest, so now we have Fallout-esque cross quest design. And this isn't even a major story quest. That's superior, or at least more interesting, CRPG design. I can't remember anything like this in Skyrim. And how about the several detective quests you get in MW, like solving the murder in Vivec. No arrows pointing you to the house that the person who did it lives in.
Besides that, the devil of the differences between MW and Skyrim is in the details, which some of you are overlooking.
-How was your thieving experience in Skyrim? Were you satisfied with the contents of high security chests, with your bowls, brandy, and 50 coins? I was in MW because I usually found something that justified the security level. because good items weren't level gimped or relegated to quest rewards. How about robbing merchants? Did you like how items were hidden away in invisible chests in OB and Skyrim? Me, I prefer a merchant having all his wares, no matter how valuable, on the premises, with a guard around. It's not only more satisfying for a thief class and lets me do the thing I signed up for, it renders the world more believable. They made the actual sneaking better in OB and Skyrim, but forgot to give you anything interesting to do with it.
-Skyrim is good for exploration/hiking you say? If your definition of exploration is walking around and looking at 3D models, I guess so. I call that sight-seeing, tourism, the same thing every milquetoast yuppie does in real life and comes home with a Hawaiian shirt....from the airport. My definition of exploration is more like what Indiana Jones does - exploring to find something interesting or useful, like a sunken city or a powerful unique item. I also like being able to stumble upon an orc fortress and get a mudhole stomped in my ass at level 5. Skyrim had a little bit of this last thing, so kudos I guess..
-Spells. Morrowind has levitation, teleportation, and spellmaking. Nuff said.
-Back to items again: In 60+ hours of Skyrim, divided among two different characters and two different routes through the game, I didn't find one piece of impressive, unique loot. In Morrowind you can find a good sword in the first major town. Maybe you guys like the developer to babysit you so you don't "break" the game (which wouldn't be a problem if they had high level enemies in the world from the beginning), but I like to make those choices myself. And there is just more of everything in MW, and these games are about breadth over depth.
-Environmental variety. Do I have to explain this to anyone who considers themselves a proper explorefag or expert on all things ES? Morrowind wins.
-Guild advancement requirements. Brought up on the previous page. Bolsters class differentiation and skill choices, heightens verisimilitude/logical operation of world.
-Verticality. Loved sneaking in through the top floor of places in MW. And Levitation, again. Don't remember if Skryim's shops and homes had accessible second floors, but if I can remember them in a 15 year old game...
Now, the perk system in Skyrim is a fine idea, but a lot of the actual perks are uninteresting. That's the problem with Bethesda: when it comes to actual systems, they think small, mundane. Mods like Requiem make the perk tree more useful
Combat is ok for what it is. Can't really complain about the mechanics themselves considering the rest of this series. Doesn't feel near as dangerous as Daggerfall though.
Dungeons: In practice, I wasn't really upset by the linearity, but they should have sprinkled in at least 3 labyrinthine mega-dungeons. Perhaps they did and my path never took me to one?
If Skyrim had brought back the elements I listed in addition to the solid foundation it has, I would be singing its praises with the rest of the proles; after all, I thought that Martigan's Monster Mod alone was enough to make Oblivion into something interesing, not to mention some of the overhaul mods that really added substance. There are really no excuses to go backwards on things that would enhance exploration, skullduggery, immersion. I can't believe they can't find a way to bring back flight magic, which is something that few RPGs offer and is one of the most interesting and empowering things they can offer. Even primitive ass M&M6 had it. They insist on doing towns the way they do, and it just makes me smh. And the way they do items is just pathetic. They had it right MW, the right balance of expectation, anticipation, and reward. You weren't always going to find something good if you went the extra step, but there was a great enough chance that you would that made it worth doing. It's the mystery box feeling that no other game has done as well since, outside of maybe your first playthrough of a Souls game.
So no, Skyirm is not "Morrowind but better."