Once upon the time...
Things can change slightly over years, it seems. Let's see if CD Projekt Red is an exception to the rule...
Jonric: To begin with, how would you summarize Morrowind for fans of past Elder Scrolls games? And how would you introduce it to newer CRPG fans who aren't familiar with the others?
Todd Howard: Morrowind is the third installment of The Elder Scrolls, following Arena and Daggerfall. It's huge, open ended, pure RPG goodness. The classic TES game is single-player, first person, has some elements of action; you get to run around and swing the sword yourself. The goal of every TES game is to create something that resembles a pen and paper RPG on the computer. Our main goal has always been to make the world as real as possible and let the player do what they want, when they want. There is a main quest, but you really don't have to follow it. The whole point of the game is to role-play the character you want, and do the things you want.
Jonric: What do you consider the core, untouchable design elements of the earlier Elder Scrolls titles that set them apart from other games?
Todd Howard: Free-form experience. Even Redguard, which was an adventure game, was big and non-linear. Every TES game has to let you create the kind of character you want, and then do the things you want. We would never have a TES RPG force you to be a certain character or go down a certain path. Daggerfall's character system is awesome. We love it. There have been some changes to it for Morrowind, but the essence remains intact. Big game world is another. The world has to be big enough to allow lots of side-adventures and player exploration. Guilds became a big part of Daggerfall, and that's something we're looking to make even better.
Things can change slightly over years, it seems. Let's see if CD Projekt Red is an exception to the rule...