Gavin Carter: It really boils down to having the proper tools for the job, and the tools we have this time around for tracking and maintaining dialog are a quantum leap over Morrowind. We have much more control and changes are far easier to make and track. The writing for the game, much like the dungeon design, follows a very iterative process of drafting, review, and redrafting. The writers had most of the plots drafted out and most of the dialogue written before even putting them into the game.
Early on, we actually made them present the plotlines of their quests to the entire team. Of course, then we play it, and things can and frequently do change drastically from that point. But everyone here plays the game and is always looking for ways to improve the quests. I think the strength of our dialogue and characters in Oblivion are actually going to surprise a lot of people.