I believe that the issue isnt the animations per se but the animation engine that does a terrible job at blending animations in between transitions from one to another. Thats what makes animations on videogames feel organic. Unless you have animation data for each frame displayed and for every action with their respective transitions to the last vertex displacement, its going to look bad on real time (not so much in movies when you can fine tune every single thing). So the solution for that is an animation engine that can "fill the gaps" between animations on the fly. Its not necessary to get to the point of Euphoria or Endorphin, which pretty much make up complete animations on the fly, BUT some degree of dynamism is needed. For example, Epic's games made with Unreal Engine have pretty good "organic" animations, Crysis 1 and 2 has an animation engine that adapts the animation data to the current environment pretty well (so the NPCs dont clip with the wall if they're too close to it, so every character steps on the surface they're on instead of clipping the landscape with their foot, etc). A good implementation does some job to adapt the animation to the current character's position. All TES games had horrible animation engines that did nothing else exept run the animation data on the character's skeleton and thats it, that way every animation will look horrible given all the places in which a character could be running a particular animation on such big open world. I think the most "crazy" stuff we saw is that in FO3 they made the character's feet to adapt (a little) to the landscape they were stepping in. I don't think that explains why Farengar looks like a puppet when you're talking to him. Look at the way he moves his hands during the conversation (perhaps more easily spotted in 3rd person view). The hands themselves are completely static. They retain the same 'pose' the whole time. This is not the only case where animations look unnaturally stiff. Heck, I've seen robots that are capable of more lifelike motion than Bethesda characters. The engine being unable to blend animations is not the only problem here. Bethesda sucking at creating lifelike and natural motion is a major part of the issue.