Can’t speak for Christoph, but I think I’d hate that game. I hate any game where I feel like I’ve been painted into a corner and I’ll lose no matter what I do and I realize the only chance I have is to go back several hours to an old save and replay the game, avoiding past mistakes and praying I don’t make enough new ones to paint myself into a different corner. [Which, presumably, is what the complaints about Kvatch are about.] And your ideal RPG sounds like it would have a very real chance of doing exactly that.
And it’s funny you criticize the lack of choice in Oblivion, because your ideal RPG sounds like it would hound players to finish the main quest and punish them severely for taking too much time to, I dunno, practice their gardening or whatever. It sounds like you’re just trading one lack of choice (the generic-ness of Oblivion) for a different lack of choice (being penalized for not dealing with the central threat).
Oblivion gives you a large open-ended environment and multiple skills to pursue or ignore as you see fit (though you’re an idiot if you think you can finish the game without learning how to fight). Your interactions within that world are basically limited to four main actions: explore, fight, loot / harvest, and converse. But within those four basic actions you’re offered a lot of micro-options. E.g., what weapon(s) and spell(s) do you use; do you use stealth, do you get good at picking locks, do you pursue alchemy; are you a thief, are you a murderer, etc. Some aspects are weaker than others - e.g., the conversation wheel is a pretty silly and pointless mini-game - but the whole is stronger than the sum of its parts, IMHO.
So it doesn’t simulate macro-responses of the scope and nature you would like to see. What do you expect? It’s still “just” a game, not the friggin’ Matrix.
I just want RPGs to not feel so much like I am the trigger which makes all the gears turn. It’s just too transparent for me. Maybe it’s the curse of being a game developer with a penchant for design. :/
Well, clearly, you’re talking about a very different sort of RPG than what Oblivion offers. Maybe you could do a mod which makes it behave that way.
Personally, though, it just seems odd to me to criticize a game for being “arbitrary” or “unrealistic” when we’re still using health bars… :-)