15 Years of The Elder Scrolls

Planet Elder Scrolls has kicked up a "15 Years of The Elder Scrolls" feature that includes both a brief history of the franchise and an interview with Bethesda's Todd Howard. From the first section:
Then (The Elder Scrolls II: Daggerfall) was published in 1996. Daggerfall was shown off as an ambitious game that would have many improved features including a giant world to explore, skill system, and a 3D world. However, when released, Daggerfall came with so many software bugs, a player could not complete the main quest or would end up falling through the terrain. After many patches and fixes, most of these bugs were eventually resolved.
And from the Q&A:
Have previous Elder Scrolls games had an effect on the development of later Elder Scrolls games? And if so, what are some examples?

Of course. So much of what we do is a reaction to the last game. Just listening to people's experiences with the previous game flavors what we do with the next one. If you look at Oblivion, the big new things, like the AI or the combat, were a reaction to the key criticisms of Morrowind. At the same time, we really try to do something new in each game. We want to keep the series fresh and usually start a game by trying to make the gnd-all-be-all RPG', regardless of what came before. I stay away from +1 sequels. Meaning, '˜it's just like that game plus this.' I think that's a good way to burn out your franchise. Most fans will usually ask for more skills or more races, things like that. But I don't see those kinds of things adding to the experience. I wouldn't add a race, I would ask '˜how can playing an Orc be even more unique?' It's about meaningful choice, not more choice.