White people are a majority of the North American and European markets. People are provably petty and the lowest among us can only relate to the superficially similar. Race, sex, and politics (or the absence thereof) all play a large role in marketing because of this. This is only heightened by the general marketing tactics of the AAA space.
1. Climbing. It seems a bit strange, but imagine being able to scale a wall if you could find the right pieces to grasp.
2. Lying down. You can't crawl in TES, which is annoying.
3. Better mounted combat.
4. Positional damage.
5. Better factions.
6. Better carry weight. 40 or something at default and better with backpacks, etc.
7. And finally, chest weight, a set limit of item size you can put in a container.
https://www.youtube.com/watch?v=2vAHeYtEBOU
This is a very good video discussing what sort of changes would be beneficial for Eldar Scrolls VI. I agree with a lot of the ideas that they express. It's well worth watching if you haven't already seen it.
My main wish for change is all to do with magic. More spells, more effective direct damage spells, decent mage robes that actually flow, shimmer, come in different colours, and actually look magical. Oh, and staves which are useful and don't just mimic spells from their associated school.
When they redo magic they need to look at enemy resistances. Frost magic was so underpowered because most enemies in skyrim, nords, dragur, dragons, automations, frost trolls, ice wraiths, and many beasts are at least 50% resistant to frost. TES: VI needs to have less shutouts for certain types of magic.
The prostitutes guild if we are doing a high rock sequel or something similar. May as well tap into the soiaf craze and toss in some adult content for the hell of it. The bunkhouse was nice but a true house of ill repute would be golden.
Gameplay wise, I want to see fear giving us additional effects aside from running in terror, have armor rating be reduced due to cowardice or we can force aggro on us so it can synergize with defensive perks
Backstabs are also a must, encourage ways for you to flank your opponent and end fights swifter.
Yeah, I'd definitely go for some parkour. We should be able to climb low ledges at the very least, instead of hopping against a rock for an hour trying to get on top. Bethesda should make sure there's multiple places in the world this can be done, and maybe add some small tunnels to crawl through (Sewers maybe?).
I desperately want NPCs to react more realistically to acts of aggression. In Zelda: Twilight Princess when you enter towns as essentially a demon wolf, people scream, run away, and hide in their homes. That's all easier to do in a more linear game like Zelda, but it'd be more impressive to see in the multiple towns of the next ES game.
When I attack a guard or townsperson in full daylight, wearing daedric armor, old ladies shouldn't pull out daggers and start attacking me to their inevitable deaths (unless their character is specifically written to be a BAMF). The guards should attack me, other townsfolk, depending on how bold they are, should join the fray, tell a guard, keep their distance, or run away. This would make characters a lot more realistic, especially combined with characters remembering if you've killed their family (a feature from Skyrim).
I'd love to have more movement skills available. Thief and Assassin's Creed-style parkour climbing up buildings would add so much to the thief and assassin play-styles. Imagine if you could climb up someone's weathervane, avoiding detection, and break in through their window. That'd be so atmospheric and fun we'd all be stealing more than usual.
Basically TES VI just needs to take all of the good conversation, NPC reaction, parkour, exploration, locational damage, combat, and magic elements from the rest of gaming and roll them into one wonderful game.
Scroll crafting. They could mix it with Oblivion spell crafting, and up the costs/quantity of required materials to balance it more. But just being able to craft scrolls would be SO fun for RPs.
I'd also be interested in a magic failure system. Poorly mixed ingredients have a chance to explode, unstable over-enchanted items, and a negative effect for exceeding magicka costs. Something like that could give a spell like equilibrium a passive effect, where if you cast a spell for more magicka then you have, it drains automatically from your health.