Originally Posted by GhanBuriGhan
I agree that quest design could and should always move forward. Although I would say there is a number of quests in each recent TES that certainly go beyond the kill the foozle trope. However, one should also be aware that designing branched, multi-solution-multi-resolution quests is hard. I see this very well in the development of my favorite indie RPG project, Age of Decadence: That game is basically nothing but branched narrative (and a TB combat system) - and they learned the hard way how much work that is. And in a fully open large world with very open character development, like TES it must be even worse. Ultimately I think games like TES should rather keep developing the simulation aspect and focus on emergent gameplay and emergent narrative.
That said, FO-NV shows what is feasible, and it certainly would be nice if TES designers work even harder to develop their writing for future titles.