>>1027519
Morrowind but with better game mechanics. Will never happen because while
Morrowind had otherwise well designed game mechanics done poorly (massive critical failings in presentation of information and balance),
Oblivion and
Skyrim had poorly implemented mechanics that were poorly designed in the first place.
Take the economy as a point of comparison.
Morrowind is designed around low gold liquidity and doesn't expect you to be buying useful gear (since only a handful of merchants have anything above silver) or selling everything you find (since merchants have low gold to barter with and most of the crap you find has terrible weight to value), but ruins this by forgetting to give most merchants an actual mercantile skill (Of the 20 something merchants in Balmora, only a handful have more than 25 Mercantile), mercantile's formula being broken to the point its trivial to sell things for more than you bought them for, plenty of merchants having way too much gold, a handful of leveled lists ("random_bandit_11+", "random excellent melee weapon" off leveled Daedra list producing Dremora/Dremora Lord/Golden Saint, and "l_m_wpn_missle_arrow") giving you
insanely valuable items easily, and merchants restocking gold too quickly for the limit to mean anything. Besides this, without meta knowledge finding high level gear will always be an interesting experience because it was unique, even if your build has no use for it.
By contrast Oblivion has a gear treadmill that you are always forced to engage with because enemies will always get more health and better equipment themselves, meaning new gear is pointless. Everything is level scaled off a handful of lists (Morrowind had random monster lists for each region, each dungeon type, and a few more narrow lists used for special circumstances and all of these had relatively narrow range. Oblivion's level lists are limited to "Animals", "unleveled animals" (weak prey animals), "Monsters", "Goblins", "Undead", "Daedra", "Vampire", and "Bandit"). No thought is ever given to placement (beyond dungeons having a particular monster type) is ever given. Rather than "cap out", enemies continue gaining health and power even when the player no longer has any means of improving
their damage output because they've hit the highest gear and character skill levels.
In
Morrowind training is (as mentioned above) expected to be what you spend most of your liquid gold on to compensate for relatively low skill growth, Training low level skills to usable levels is exceptionally cheap and builds attributes, encouraging a more well rounded character. It's only with the many trivial ways of crashing the economy that you get enough gold to gain entire levels that one could realistically gain entire levels through just training.
Oblivion saw people could gain levels through training and decided that was the sole, only, problem with training. To "fix" this they implemented a hard cap of how many times one could train per level. This completely missed the point of training and made it near useless for leveling up low level skills and turned it from a gold sink into something the player
had to engage in or waste their training points (because they don't carry over). Now a player that wanted to be more well rounded had to grind out random skills for the sake of attributes (which meant exploiting the skill leveling mechanics).
Skyrim, despite
already having a system that made only a character's highest skills effective for determining a character's level, kept this system as is. They could have easily implemented it so you could only gain x% of a level through training but chose to just keep Oblivion's system because it existed and not because of any real reason to have it.