Originally I wanted to write yet another big rant on why Morrowind is one of the most overrated RPGs of all time.
As usual, your butthurt/attention whore thread is extremely unfocused, abuse of fake data and criticise Morrowind just for the wrong reasons.
Morrowind hasn't "bad quality" world, in fact is just the opposite: Morrowind worldbuilding, art design, item/world object diversity, uniqueness, interactivity, internal consistency, credibility, originality, regional diversity, exploration-specific design, atttention to detail, etc, are among the best examples in any game.
Other few games are better in encounter or interior design, uniqueness or content diversity "average" -but for sure, not raw amount-, world/actors/enemy reactivity and some other contexts but still not a single game in crpg history has a world that can compete against Morrowind in a general perspective. Neither in quantity nor "quality".
To answer only some of your fallacies:
- New Vegas world is actually much bigger than Morrowind's, but emptier also, with 3, 4 or even 10 times in some cases less content than Morrowind: Less settlements, interiors, friendly o enemy npcs, creature types/placements, regional diversity, factions, architecture variation, unique items, weapons, armors and other inventory items diversity to buy or find in loot, etc, and of course less mechanics and tools also to interact with that world. Despite the difference in content density by wich Morrowind includes many more "irrelevant" locations, enemies and loot, MW gameworld includes much, much more diversity and uniqueness than New Vegas -and most games-, much more subtleness, attention to detail and internal consistence. More quality indeed.
- The difference in content density or the abundance of irrelevant or secondary locations in MW is explained in first place by an obvious factor that you ignored:
Morrowind and New Vegas are built at very different scales in very different contexts. The New Vegas World is a barely scaled real world representation of a small desert area -1 of 17 Nevada counties- in post-apocalyptic times, while Morrowind is a extremely scaled representation, 1:30000 or 1:50000 or more of an huge country-island with an old History and recent colonization boom, hundreds of times bigger and more densely populated than NV context.
- This high density, "the number problem" and the re-use of some features that was already partially mentioned make some players lose the perception of true diversity, level of detail and uniqueness in Morrowind. There are dozens of "irrelevant" eggmines or minor tombs with dozens of the same re-used details or hundreds of barrels and boxes with the same scrap loot, but that's a poor representation of Morrowind content. There are dozens of interiors typologies, hundreds of weapons, scrolls, armor parts or books, thousands of different enemies -counting unique ones-, or to cite to examples of stuff that make even "irrelevant places" truly unique, there are over 500 lightsources, 28 variants of Hlaalu style houses, over 100 dunmer banners, etc. There are interior assets re-used many times and this is even more noticeable for some exterior statics -that "sea menhir" the most common object in the game...- but there are also hundreds of models used only a couple of times or even only one, including the most common places as for example some rare cave walls, tomb parts or even several unique exterior rocks.
- Not every location in Morrowind is linked with quests, but that's great. Subordinate every location to "narrative" or "questing" is a shitty design that reduce player agency, kills exploration and make gameworlds a railroaded experience in which all is built around the pre-fixed narrative designed by developers. Freedom and options > "Narrative".
- Morrowind "loot" is not simply the scrap that you obsessively collect from shitty barrels, there are thousands of handplaced items both inside and outside containers + far more diversity in "generic" items than any other game + more unique items than most games. How many games, open world or not has Morrowind inventory/item diversity?
-Morrowind dialogue is not limited to "wikipedia" lines. There are hundreds of natural, decently written or even good lines, but usual retards continue to link Morrowind dialogue with the 5-6 generic topics instead the good parts.
-Morrowind isn't designed to complete more than 60-80 faction quests -that's 2-3 factions max- with the same character build. There are mechanical limitations in rank promotion/quest giving that make impossible to complete more than those few factions without obsessively abusing the mechanics, extreme grinding and other mmoish decadent vices as you need to level up the most irrelevant skills for your character to access to many quests. There are world consistence and "roleplay" reasons also, which not everyone here care about, but only the mechanic ones are enough to discourage a sane player to "complete more than 150 quests" with the same character.
- The "truly unique" dungeons -unique in your secondary, figurative sense of memorable- are many, many more than 5-6. There are more than 50 dungeons in Morrowind with really unusual layouts or unique items, enemies or npcs. However even in the most generic examples, as many tombs and caves, the items or enemies diversity is much bigger than most games. Usual retards complaint about how they found the same corridors, ash pits and urn types in all 45 tombs they visited, but curiously forget about the different 25 different generic monsters, 100 unique enemies, 300 different generic items and 50 unique ones in those tombs. They forget also about the misterious corpse, the deep pit layout, the underwater hall, the three levels with holes, the "rest of an old battle", the failed expedition, the totally different walls or objects, the cross references to other places, etc that individualize many of those tombs.
Butthurt prejudices are blinding you.