Well, I'm not saying it was perfect; that would be
rubbish, Rabish. But I do think that, despite it's shortcomings, it's still a better game game that its successors (moreso over one than the other).
Well, it is in some ways, but at the same time it's a
far lesser game in others. The issues I'd mentioned are some, but then, there's also the issues with stability and incompleteness that I'd explicitly omitted. Of course there are things that it does right, but to claim that it's better than the others
period is wildly excessive at best, especially given that there are things that the
other games do right or better that Daggerfall does not (Morrowind had far better dialogue, for example, even if it wasn't a masterpiece, and from what I've heard Oblivion had considerably improved combat and stealth systems).
Besides, none of the settings are all that original. Daggerfall is a ripoff of the dark ages. Oblivion is a ripoff of Tolkein. And Morrowind... well, it's certainly the most unique by far, but I always thought it felt a lot like Dune--which is in no way a bad thing; in fact, that's a very good thing. And I'm not sure you can 'ripoff' a historical era, either.
It's not like a historical era. Playing Daggerfall wasn't like playing a game set in the dark ages. It was like playing a game set in
every high fantasy universe ever. The only thing that gave it any even remotely unique flavor was some of the text in the books, and even then they didn't stray too far from the standard high fantasy formula.
Also, I never claimed that it was a rip-off. I wouldn't have a problem if it had "ripped off" an interesting and unique setting, and I don't have a problem with that kind of unoriginality on its own. The problem with Daggerfall isn't that it ripped anything off in terms of setting, but that it basically went with the standard fall-back setting for
most RPGs. It may not really be mimicking anything specific, per se, but it is mimicking the sort of bland and uninspired "base universe" that far too many fantasy games start with. Is that a problem with Oblivion too? Obviously. It's not a problem, or at least not as much of a problem, with Morrowind though.
But I do wonder why people bring up Daggerfall's repetitive and empty wilderness, and yet they never actually see how similar it is to Oblivion's. They're both randomly generated, boring, and completely empty. The only thing that makes OB's remotely better is that it's dinky as hell. But Daggerfall's is better in conjunction with its nice Fast-Travel system. still, they both svck compared to Morrowind. Still, you have to look at the quality of the world in terms of its size. You can't have gangantua-sized wilderness and still get the quality of landscaping and exploration that we got in Morrowind; and most of the appeal for DF is its size.
I don't think that trying to put Oblivion's randomly generated wilderness and Daggerfall's randomly generated wilderness on the same level is even remotely fair. They're both randomly generated, yes, and for some people they're probably both boring. However, the "emptiness" involved in the two is
not the same. Both lack content to fill that wilderness, but while Daggerfall's wilderness is essentially a bunch of small mounds and shallow holes with a couple of sprites to spice it up (but only sometimes), Oblivion's wilderness (or at least what I've seen of it) is
far more detailed, interesting, believable, and complex. They're still empty, but exploring for the sake of just seeing the wilderness is in and of itself something that can be entertaining for a lot of people in Oblivion, and I'm not sure you can say the same for Daggerfall.
As for the size... well, it's a big selling point, and it's nice to cite the numbers on it ("TEN BAJILLION TIMES THE SIZE OF MY FOOT OMG!"), but really, what's the point? Yeah, you have a massive amount of space, but you almost
never have a reason to go into
any of it. Even when you do, most of the space you go through looks virtually
identical, which almost seems to remove the point of having all of it in the first place. It's still nice to have all that space to explore, as it's more believable when the area you're in is actually the size of a nation and not just the size of a city, but aside from that the actual size of Daggerfall doesn't
really improve the game in any way.
It doesn't really matter all that much that the quests were similar, what matters is that you could fail them. A boring quest you can fail is better in my book than the most elaborate quest that is guaranteed of success. You've got to be able to foul things up, and be able to live with the consequences. With the generated quests, you can do both.
I never really felt guaranteed to succeed in Morrowind's quests, unless (for whatever reason) you don't consider dying to be a failure (which would be rather odd). As for a boring quest you can fail being better than an elaborate quest you're guaranteed to succeed... well, let's look at that for a minute.
Let's say that I had two games. One is an adventure game in which, should you fail to do certain things fast enough or at the right time, you have failed the game (if you've played Dark Seed, you know the kind of thing I'm talking about). Basically, it is a quest where you can most definitely fail. Now, assume that I make it boring. Basically,
all you do is pick something up, bring it to someone else, get something from them, bring that to someone else... keep doing that sort of thing, until you either fail the to meet the time restraints and thus fail at the game or you complete the game. Every time you deliver something, you aren't given any real depth to anything, just an extremely short dialogue stating what you have to do next and nothing else. Finally, the motivation for the entire quest is to get your character a dollar. Would that game be worth playing? I don't really think so. You're just doing a series of boring, tedious errands, with little real rhyme or rhythm and only the barest of motivation.
Now, compare that to something like... I don't know, Syberia. In Syberia, you have no time limit, no death, no
anything. The only thing that can prevent you from finishing the game is your own inability to solve puzzles, meaning that you essentially
can't fail at it, you can only not finish it. So, there's no failure there. However, the "quest" you're playing through - the main plot - is extremely rich and unique. It's fraught with mystery and intrigue, it's filled with interesting characters, and the entire plot of the quest itself is so unlike most everything else you'll see in video games that it's hard
not to be enamored by it. In a sense, Syberia actually
is one of the most elaborate quests out there.
So, then you have the question: would you
really play the former game over the latter? Would you really go for a series of tedious and pointless errands framed in an uninspiring plot with virtually non-existent characters over what some people are even inclined to call a work of art because of how elaborate and interesting it is
solely because you can technically fail at the former and can't technically fail at the latter? You might say yes, but if you do then I think you're in an absolutely minuscule minority.
And again, with a landmass as big as DF's, you have to have generated quests.
That provides me with an explanation as to why they're generated. It doesn't change the fact that they are generated, or that the repetitive and bland nature of the quests is a flaw in the game.