ddmuse: That "glitch" is a pretty damn big oversight if you ask me. It almost completely breaks crime mechanics. Playtesting, anyone? A little quality control? Now, sure, players can choose not to take advantage of it, but still.
I guess I just expect those kinds of things in a Bethesda game. In Oblivion for example you could put things in pots and then carry the pots away and no one would say anything. It's honestly kind of the player's responsibility to immerse themselves in the world and not try to break it, or break it for fun.
ddmuse: Well, I liked the story in Morrowind. Everything from the hook (being "recruited" by the Blades) to the conflicting versions of past accounts, to the moral ambiguity surrounding all of the major players. The gameworld was interesting and fleshed out. I actually
wanted to explore that world and experience that story.
When I say story I mean the core actual story. Morrowind had a wonderful world and great lore, but the core story and dialogs were lacking I thought. Even if they could be considered okay they were far from the highlight of the game.
Skyrim is likely no different, but I can say already the dialogue is much better.
Miaghstir: That wasn't sound though, was it? That was omniscent guards (ie, they attacked even if they realistically shouldn't know anything had happened).
When she screams in the video, right when he first hits her... that should set off alarm bells for anyone nearby. In Morrowind and Oblivion it had the same thing, when you attacked someone they "screamed" and that sent out an alert pulse for a certain radius.