A lot of the communication about this game was about how such thing had been "vastly improved" compared to Oblivion.
One of the main point was about how the Skyrim's dungeons would be far superior, lovingly handcrafted to be much more varied and interesting. And well, this does leave me scratching my head.
So far, it seems that yes, there is more varied type of dungeons (more than the four elven ruins - natural caverns - fort ruins - mines from Oblivion). There is also some "boss fights" in the unique ones which are rather fun.
But WHERE the hell is the "lovingly handcrafted" part ? Because for now, all I've seen, regardless if it was random dungeons or unique ones, have been extremely repetitive corridors with one entry and one exit, where you just follow the one single ultra-linear path.
That's both boring and repetitive as hell, as well as being even inferior to Oblivion's layout, which, as bad as it was, at as least more than one single tunnel to follow, with branching paths and several ways to go to the same place.
Have I been VERY unlucky, was it another communication lie, or is this just another casualty of the "streamlining" of the game (because yay, a secundary path would be too complex !) ?
I've gotten lost in more than one dungeon before. I'm overall quite pleased with the designs. They look a lot more "Morrowindish" than Oblivionesque to me. And it's not just in the complexity of the "tubes" but in the tubes themselves. Oblivion tubes were just tunnels through the rock with a few mushrooms and a few... rocks.
In skyrim there are all sorts of things in the tunnels. Lots of draugr, probably too many, but there's also skylights, plants, running water, odd pieces of junk here and there, dead bodies, on and on. There's so much "stuff" in the tunnels that I'm positive this is mostly what they had in mind when they referred to lovingly hand-crafted.
Not only that, but the dungeons themselves switch up styles from one part of the dungeon to the next. You might start off in an ice cave, descend into a rocky tunnel, then get into the deeper parts and find an old tomb. I like how they aren't always the same flavor all the way through to the end.
And yes, it's true that most dungeons have only one exit and entrance, but that's not universally true. Several have two or more entrances. However, I think it's hard to make it so that a majority of dungeons have more than one entrance without players getting frustrating that every other entrance on the world map takes them somewhere they've already been.