karnak1: I considered Daggerfall to be almost perfect.
ALMOST
There was a stupid gaming design decision that ruined the game for me. The fact that you had random dungeons (except for the main quest ones).
Every time you got out of a dungeon, if you entered it again the layout would be completely randomised. That meant that all the hours you spent exploring it would be for nothing if you had to go out and come back again.
If you had the need to find item X or kill monster Y, you could spend hours on a dungeon. But if, for some reason, you had to leave (health too low, lack of enough XP stats to kill certain beasts or cast specific spells) and decided to return again... BAM... a completely new layout.
That was just stupid. I suspect that the "random" idea came from the Diablo games, which were "the thing" in those times.
An example of how copying a certain gameplay idea from another game in order to attract more public can go terribly wrong.
But maybe that's just my opinion: A poor design decision that ruined what would otherwise be a near perfect CRPG experience.
I can testify with certainty that nowhere in
Daggerfall (and, as far as I know, nowhere in any other Elder Scrolls game) has there ever been dungeons that were randomized on the fly. Unless you were using some major mod or something, the layouts of all dungeons, castles, towns, houses and wilderness areas in
Daggerfall -- all locations in the game, in other words -- were semi-randomly assembled from "prefab" parts before the game ever shipped. I played the game for probably many dozens, if not a few hundreds, of hours over the course of many years, and I could always count on the layout of any given dungeon being the same no matter how many times I exited and re-entered; and though all monsters and treasure (though
not quest items)
were randomized anew every time one entered a dungeon (and the automap record of one's exploration in that dungeon erased when one left, annoyingly), any quest-related object(s) or NPC(s) would remain where they were first generated (unless one of
Daggerfall's legions of bugs messed with the quest data, which I believe could happen).
From [url=http://www.uesp.net/wiki/Daggerfall:Dungeons#Assembling_of_Dungeons]the Unofficial Elder Scrolls Pages Wiki[/url]:
[...] While most dungeons may appear to be a random conglomerate of different modules, they were hard-coded in the release media and thus are never-changing. These were most likely generated via a pseudo-random program of some type, but Main Quest dungeons are an exception, because these were all hand-crafted.
Again, I can vouch for this with LOTS of first-hand dungeon crawling experience. If, in "vanilla"
Daggerfall, you go to some random, unimportant dungeon out in the middle of nowhere -- one unrelated to any quests -- thoroughly explore it, then quit the game without saving, uninstall it, format your hard drive, reinstall everything (including a fresh install of "vanilla"
Daggerfall), start a new game, and go to the
exact same dungeon (same region, same name, same coordinates in the wilderness), I
guarantee you it will have
exactly the same layout as before.
Also,
The Elder Scrolls Chapter II: Daggerfall was released in <i>December</i> of '96, so it's safe to say BethSoft didn't steal anything from Blizzard.
As to what the biggest problems were with that entry in the series, I would say that -- aside from how terribly buggy it was -- the game world was far too large for the amount of interesting, unique content they had to fill it up with. It just felt kind of
empty. There were literally
thousands of towns of various sizes, as well as country inns, cemeteries, temples and other remote locations -- as well as all the dungeons, of course -- but most of them were generic, virtually indistinguishable from one another unless you wound up visiting a given location often enough to start to memorize it. And the wilderness surrounding all these places was even
worse, just an awful, random-looking mess of rocks, trees, shrubs and jagged terrain. Hell,
Arena had better-looking wilderness than
Daggerfall!
I've never played
Morrowind, nor any of its sequels, and I barely touched
Arena, but from everything I've heard and read about the various Elder Scrolls titles over the years, it does seem like
Morrowind is the game which probably best exemplifies
The Elder Scrolls as a series, even with the somewhat dated graphics, rather alien environment, clunky combat, cliff racers,
et cetera. =)
P.S.: Sorry, all, for the wall of text. Didn't intend to type so much.