What I want to accomplish with future versions of OOO is more than having Morrowindfied the gameplay of Oblivion. 1.3 already took some steps in this direction: to really make the player feel how his/her actions change the world in a tangible way. For example, now in 1.32 the dungeons of certain bosses will get depopulated once their inhabitants leaders ditch or leave. Then the same dungeon gets slowly overtaken by other creatures. Another example is the dynamic relationship between the Argonian Smugglers and the Dunmer Slavers in the Blackmarsh. You can get visible rewards by helping either faction, but you can also turn your arm against your former friends and eventually change alliances (though if you have killed all the relevant figures of each faction to earn reputation quickly then you won't have much to benefit any more. (IMG:style_emoticons/default/smile.gif) ) The new Melus Petilius quest forces you to choose between helping the Daedra Lord Molag Bal or become a paladin of the Nine. Both quests are now mutually exclusive, whereas before you could get away with having brought dishonor to a paladin without any consequences if you were also a "do-gooder".
Basically, the idea is to give more meaning to what we do in the world of Tamriel. The idea is to force choices that have clear consequences while at the same time creating more possibilities for different game scenarios (depending on the faction you decide to help, for example, etc.) I think this way will lend a lot more weight to Role-play aspects of the game that were clearly washed away because the TES series had finally gone mainstream 100%.
With all that said, OOO will be difficult on the player. By creating that many more options to resolve problems I am forced to make those problems more complex and challenging, otherwise all those exciting gameplay options crawl under the shadow of quicker and repetitive solutions (like simple button-mashing attacks in vanilla.) Some of its enemies, and specially their bosses, are very tough and you will sometimes be forced to rethink strategies often, perhaps even leaving their defeat for a later time. As long as that does not discourage you then I think you will enjoy it very much. (IMG:style_emoticons/default/smile.gif)