 According to Gamasutra's Matt Barton, some have argued that these changes put Morrowind closer in spirit to the original Dungeons & Dragons tabletop game, where players take a more creative role in their play, and where players are left to decide for themselves the "right" action. This is a view paralleled by Rolston, who has stated that "The goal of every TES game is to create something that resembles a pen and paper RPG on the computer." The sheer number of quest possibilities, combined with what developer Ken Rolston identified as a lack of "narrative urgency", left many critics dissatisfied with the main plot. Ken Rolston later stated that the main quest might have been presented with greater force, in the style of the game's successor, The Elder Scrolls IV: Oblivion, without losing the free-form design of the series, but such concerns were not addressed prior to Morrowind's release.
