I never really felt Daggerfall had amazing freedom. You were doing fetch quests the entire game and there was nothing to do but fetch quests. Yes, the location of said fetch quests always changed, and you could do them for different factions, but you're still basically doing long chains of fetch quests and nothing else.
Yep, but even if those quests were similar, the immersion was present because of the huge land. You could never do the same exact quest. And after all, that game was made in 1996, it was never finished for financial reasons, and even buggy and unfinished, it was still great. Because the character development, wich is the main purpose of a RPG, was far better than it is in Morrowind, and far away from was it has become in the action game Oblivion. What made Daggerfall so far better is that it greatly relied upon the player imagination more than any other Elder Scrolls game.
Also, for the record, Daggerfall did not have prostitution, the political system barely worked, if at all, the game didn't have schedules, but rather locked every door at a certain time and disabled external NPCs, and I don't actually remember a single instance in Daggerfall where climbing was actually good for something.
There were prosttutes in some houses. Actually, the devs intended to make prosttutes a real guild rather that the simple faction it is in the game. As for schedules, I didn't say they were very detailed. Still, keep in mind that we were in 1996, so shops that close at night and external NPCs that disappear is better than nothing for a 12 years old game. And it's simply better than Morrowind which has no schedules at all. As for climbing, I'm wondering if you played Daggerfall a lot. First, climbing was useful to get past city walls at night. But as it isn't really realistic to have an horse before climbing and still have it after, I didn't do it a lot with my characters. However, climbing was still useful in many dungeons, especially in some circumstances when you had no other options than to climb some wall, because of enemies at your back, no magicka to cast some Levitation spell, and no potion of levitation in your inventory.
Daggerfall's landscape isn't realistic, either. Yes, it's huge. Fine. But realistic landscapes tend to *have stuff in them*. I guess they might look realistic if you've maybe seen pictures of forests and fields and things without actually visiting them, but DF's wilderness doesn't give the impression of being on a natural, earth-like environment at all. Also, what, Daggerfall takes plae in a fairly well developed Europe-anologue. How come farms are so sparse? You hardly see any, and they're tiny. Given all the NPCs you see in cities, I really have to wonder how they don't all starve to death.
Good point, the landscape was not well made, but was still better than most games of that time.
Also, calling DF's cities realistically large is a joke. They're big, sure. Actually city sized? No. I live in a small town in Ohio called Bowling Green, that's roughly ten square miles in size, with dimensions that are... eh, roughly 3 miles by 3 miles. To cover a distance of three miles, walking, takes about an hour and a half. How do I know this? Because I do it regularly. How long does it take to go from one wall to another in the largest city in DF? Five minutes, maybe? How is *that* realistically large? Not to mention that the buildings are entirely out of scale, too.
Actually, trying to compare the size of a modern city built in the USA to a medieval town is crazy. Towns in the Middle Ages were far smaller than they are now. What made Daggerfall towns unrealistic was not their size, it was their streets, which were too large. Indeed, medieval towns featured very small streets. I know this living in a French town, Rennes, which has kept some of its medieval parts. And for your culture, Daggerfall towns sizes where more or less correct compared to that of old medieval cities in Europe.
And I don't see how Daggerfall's random quests don't lose their novelty. You get a "Go to house X and kill creature Y." Different and different creature each time? Sure. Do the houses tend to ever look different? Not really. Does the quest ever play differently? No. The quests do repeat. They're not that random. I've loaded them up in the quest editor and actually looked at them.
You do the quests to go up in your faction rank so that you can get greater rewards and start talking with royalty. It's basically just a massive grindfest and I don't like it for the same reason I don't like WoW.
For the quest system, I've already discussed it above. And personally, I hate WoW, which is too simple and children-oriented. Like, for example, Oblivion.