Even if a dungeon is comprised of a few sickly bandits jealously guarding a chest full of troll toenail clippings it isn't meaningless. The bandits provide opportunity to level up skill. Even if the toenail clippings don't sell for much, you could always just eat 'em to raise your alchemy skill.
I enjoy a dungeon with a back story. Some of the Oblivion dungeons did a really nice job of that. Others, not so much.
As for the loot - couldn't care less. By level 20 you are usually festooned like a Christmas tree anyway unless you make an overt attempt to avoid it, so lack of loot is not a big deal.
It was pretty exhausting trying to find all the ayleid statues for Umbacano without using looking it up online. I mean, I'm all for exploring and not liking quest markers but sometimes the sheer weight of tedium, Oblivion, just doesn't come together well.
And that is where we differ ... I like the kind of quest that takes time. You don't have to collect every statue all at once. Explore the world and let it happen as it will.
Good topic. My problem goes along the lines of "if everything is special then nothing is". In other words, you need some non-quest, non-epic dungeons to make the special ones truly great.
Don't forget that the radiant story/questing now will send you to random dungeons for various quests (dungeons you haven't visited yet). For that reason, every dungeon has the potential to be worthwhile through one of these quests. How many of these quests exist is still unknown.
Good topic. My problem goes along the lines of "if everything is special then nothing is". In other words, you need some non-quest, non-epic dungeons to make the special ones truly great.
I'd like a dungeon where once you get to the end you discover something utterly ridiculous like an amateur Mudcrab basketball tournament. Get on this Bethesda!