I like the idea behind this topic. I'm not quite as keen about the whole let's ***** about the viewpoint in oblivion side of it. (although the sarcasm of tiredinnuendo is appreciated)
I spent around 150 hours in Oblivion, and I have to say I don't look back on it all that fondly. Sure, whilst you're wasting you life on it it's more addictive than Pringles but after you've finished the main quest and all four guilds, you realise that there wasn't much there.
Yes, I enjoyed the combat, and the open world, and all that. Many people have called the game linear, and whilst I don't totally agree, it is true that the order in which you do any of the quests changes nothing. You can basically do things in any order, but that order is irrelevant. You most certainly cannot 'do anything'. For that reason, the game is a lot less open than it initially appears.
There were also a lot of little bits that were great, or little nuggets on info that were interesting, but really, the main hunks of the game were underinspiring. I didn't feel more than a passing attachment to any of the characters, and certainly not to my own character. Partly this was the lousy dialogue, largely it was the repetitive voice acting but mostly it was because the game was spread too thinly.
What I mean by that is that by having the one 'main' quest (with the shittiest ending I have ever seen), and 4 guilds, the game spreads it's length (hoho) over 5 different stories. Whereas a game with just the one storyline, such as most JRPGs as such have 5 times as long to build up emotions relating to other characters. In addition, because you're not going to give a crap about your own character unless there is some kind of meaningful interaction with others, you end up not giving a damn about him/her either.
So on the one hand, Oblivion has this 'open' world, and then on the other, we have JRGs, with a more linear approach. But by giving the player so much choice, and by the very nature of the quest system itself, Oblivion sacrifices a character back story, a meaningful and involving quest and relations with any other characters.
Compare that with say, FF7 (or many other similar games). By preventing access to large portions of the world map due to transport constraints, the game was able to deliver set pieces and plot reveals at the right moment without the player wandering into them.
Similarly, the Bioware RPGs (I have to be careful as I haven't played Jade Empire) do this same thing by revealing the location of new planets etc. It is a linear story, dotted with side missions. Interestingly, Bioware also allows character customisation (a la oblivion) but not at the expense of a back story.
If I had to pitch my flag, I'd put it solidly in the Bioware/JRPG camp, just because to me, an RPG should be all about the story, and with Oblivion's I just didn't give a shit.
And if anyone read all of that I'd be amazed. And I want co-authorship on your essay.