For the level of maturity I mean that the game is trying to be funny, quirky, etc... Like the guy literally falling from the sky and dying. Its fun for a couple of seconds and then you sorta realize that the game isnt serious. There are other silly sidequests around the starting area too.
Ok, so, you've given me one example that takes place at least maybe a whole minute into the game.
But fine, tit for tat I suppose:
How about Oblivions Jakben Imble? Jack be nimble. That's literally referencing a childs nursery rhyme.
Both cases are comparable for the utility their characters provide the MC (jakbens boots, scrolls of icarian flight both boost acrobatics).
In practice it pretty much equals you getting locked out of some content for allying with X faction or doing Y action. Thats some very basic stuff, its the same as a karma system in a Fallout game.
Daggerfall had a similar system, not just in relation to guilds, but also with the main quest. Spending too much time in Wayrest could lock you out of events happening in Daggerfall or Hammerfell. You had to eventually choose who you were going to support, you couldn't give the Tibellum (or w/e its called) to every faction. You don't mind this system in Daggerfall?
I remember the Oblivion quest about reuniting the twins living in different towns. It starts off by hearing a rumor, then you are given the investigation mission, then an errand to report and finally you travel to their cottage/mansion in another location and clear it of the trolls living there.
Morrowind has these in spades, so I'm not really sure what you're talking about.
The introduction's pacing is completely broken. The game starts by treating you like a snowflake and doesnt give any sense of urgency. You are given a free pass out of jail and a letter/package. You can just drop the package in the garbage and ignore everything and the MQ disappears. It is the only TES game where there isnt any sense of danger in the intro. I got bored before the MQ managed to hook me, and now the game expects me to grind some more to unlock the next quest, which I assume will be rinse and repeat until the end. Thats where I quit
This is where your ignorance is most telling. The main quest never forces you to grind, unlike Daggerfall, and faction membership and rank is based on skills, not level, just like Daggerfall. Certain npcs will advise you to go and get skilled up, but you don't have to. You can run straight into Red Mountain at level one if you'd like, nobody will stop you, but it wont end well for you.
The introduction is paced perfectly, you get off a boat, create your character, and then what you do next is up to you. Other than length, there is very little difference between Morrowinds intro and Oblivions. At the end of either you're just as free. In Morrowind, hey, maybe look up Caius Cosades, in Oblivion, hey, maybe take that mcguffin to Jaufre. It's effectively the same. You can fast travel straight to Weynon Priory or you can take a silt strider straight to Balmora. No difference.
You see, Morrowind may tell you you're special, but its up to you to figure that shit out. Oblivion tells you you're a nobody, but makes you feel super special. At the outset you're just some lucky convict, the emperor dies and gives you his amulet. Barrus, a blade, is just like "Ok, you go." You get to Weynon Priory and deliver the amulet to the Grandmaster of the blades and he's just like, "Can you go get Martin?" so on and so forth. None of the real players in Oblivion want to do anything more than send you off like an errand boy.
And as far as being a chosen one, in Morrowind, it is equally as likely that you are just a guy in the right place at the right time. Most of what determines you fit the prophecy are actually just matters of happenstance. The game leaves it open enough for you to take it either way. Despite this, you are eventually given proof and evidence in both words and deeds as to why you're the only one who can fulfill the prophecy.
How far did you honestly get in Morrowind?