The only reason Daggerfall could be raw and fearless, was that 90% of it was randomly generated content.
Nice mathematical logic there, but...
Daggerfall had prosttutes in upper inn floors, and topless girls dancing in temples. Aside from shallow gratification, this made the game world more realistic.
Daggerfall had beautifully composed music, that changed to fit different cities, regions, and dungeons. It would even change to fit the weather. This was all done in MIDI but it sounds better than the later 3 games' music, which have a a general track that plays EVERYWHERE YOU GO, and a track that plays during battles. That's it, and it gets boring and nauseating to listen to. I'm appalled at how the designers completely ignore the importance of music and how it effects the mood of the player, and in turn the gameplay.
Sure the randomness got old after awhile, and trumped the "massive world" claim because it was the same thing over and over again. However, it was the sheer unpredictability, and more importantly, the R-rated "wicked sick" style and artistic integrity that made Daggerfall better than the other games. I wish they had taken what was good about Daggerfall and refined the generic gameplay. Instead, they took the generic gameplay and made it more user-friendly, while abandoning the style and artistic merit that made Elder Scrolls great in the first place. The cheap imitations and ripoff lore is very bland in comparison.