BloatedGuppy said:
It's a sandbox RPG.
Bethesda has cheerfully referred to their games as sandboxes for a very long time now. It's considered a positive distinction.
Sandbox describes the method with which you interact with the environment. It's not a genre.
I think the point he was trying to make was that it feels less like an RPG than it should.
Think about the guildlines in Skyrim, there's no real alternate factions. There's one mages guild, there's one warriors guild, theres two thief guilds (but one's sneaky/stabby and ones picky/pinchy). Technically in the faction files you do join the Greybeards faction, and there's two military factions. There's also a bards faction where you don't really do that much bardery. And I suppose you could count every Hold as a faction because you can become a Thane.
Now let's look at Morrowind's factions, shall we?
Factions in Morrowind can be divided into two distinct categories, Pro-Empire and Anti-Empire.
You have three "Great Houses" you can join, Hlallu, Redoran and Telvanni. You can only join one of these Houses and doing so will affect your relationship with all other factions. For instance Hlallu is staunchly Pro-Empire so you will suffer a negative faction relationship with all Anti-Empire factions.
There's sophistication through simplicity in that choice, it genuinely felt as if you were stepping into a world with it's own political landscape.
There's also two religious factions, the Imperial Cult and the Tribunal Temple. There's a subtle role play element you can work with here, do you Join the faction which supports the gods your character worships? Or do you join the opposing one to keep up good relations with the factions you're currently in?
And what's perhaps most telling about how much effort was put into Morrowind. Think back to the way Morrowind handled Vampire Clans compared to Skyrim.
You had three Vampire Clans you could join, each had its own separate strain of vampirism that would give different statistical bonuses. If you wanted to cure your vampirism you had to cracks some books and learn the lore of the vampires in the game.
It might seem meaningless, sure. But it's a role-playing element and unfortunately a lot of games seem to have forgotten what that means.
That's why Morrowind is a better example of what RPG's can be than Skyrim. In Morrowind you had to make a conscious decision to step into the boots of your character and learn about the world (s)he lived in, you had to actively play a role to succeed in that game. In Skyrim? Yeah, Dragonborn, cool, master of Every guild. Go kill dragons.
I hated Dragon Age II, but I fell in love with Inquisition. One of the reasons I loved DA:I was that it would keep tabs on things Origins would have forgotten. It remembers if your character believes (s)he's the Herald of Andraste. It remembers if your Character believes in the Maker. This is important because the game ACTIVELY wants you to be playing the role of another person.