Funnily enough, Douglas Goodall felt that Morrowind was
too typical of high fantasy! He mostly felt that way because Ken Rolston apparently insisted that the aesthetics and attitudes of each group mirror real-world groups, hence the Empire suddenly taking on the aesthetics of Ancient Rome and the Ashlanders having a vague Native American vibe in both appearance and culture, and how the Bretons became French:
There were quite a few of [Ken Rolston's rules], but since I didn't understand most of them, this is something you ought to ask Ken if you get the chance. The only ones I'm sure I understood were "no betrayal" and "everything must be a metaphor/everything must be based on something."
"No betrayal" meant that key NPCs couldn't turn on the player, lie to the player if they were honest in the past, nor could an NPC steal an item from the player, etc. This is good as a general rule, but it's the kind of rule that begs for exceptions.
"Everything must be a metaphor" is how the quirky Cyrodiil of Daggerfall and the alien Cyrodiil of the Pocket Guide became the Roman Empire, how the Bretons got French names, etc. I felt Tamriel had been moving away from generic fantasy and medieval history with every game until Morrowind. I wanted this trend to continue and resented having to squeeze a Hermaeus Mora-shaped Vvardenfell into a Roman Province-shaped space. I think Ken uses historical examples to make the world more believable. If you just make stuff up, there's a good chance you'll make something wrong and break suspension of disbelief. That's true, but I'd argue that if you use an inappropriate or easily recognized metaphor, you have the same risk. Besides, making stuff up is more fun for both the creators and consumers.
The "every game until Morrowind" comment is really interesting because he can only be talking about Daggerfall, Battlespire, and Redguard. I love Redguard and Battlespire (especially Redguard) and I think he has a point in that sense; they both really do feel unique and like a happy blend between DF's pulp sword and sorcery stuff and Kirkbride's metaphysical stuff, with both aspects kept in balance. If I was inexplicably put in charge of the development of TES VI, I'd have the whole dev team play Redguard and tell them that's the tone and mood I want to recreate.