The only reason Daggerfall could be raw and fearless, was that 90% of it was randomly generated content.
That's not correct; it was procedurally generated, or, as
Mystia Lorelei Qawsed Asap phrased it:
If you create an infinite number of new characters, the world map will be the same: nominally pointless towns will ALWAYS be in the exact same places, with the exact same names, and the exact same layout every time anyone plays the game. The same goes for all the dungeons: once you keep in mind the level scaling, the contents are always the same excepting the loot. In the outside world, the only things that are randomly-generated as you play are the townsfolk NPCs, and the placement of trees and other objects in the wilderness. Given that the latter group doesn't have any impact on gameplay (as you don't collide with trees) that makes them just like the grass in
Oblivion, which randomly re-generates even if you just save and reload.
but some of his books and ideas are in the game).
Just remember that the majority of books in each TES game after
Daggerfall (the first to have such a library of in-game books) are recycled. I don't recall the exact counts, but as I recall 70% of
Morrowind's books were from
Daggerfall, and in
Oblivion a minority were original, with the plurality from
Morrowind, and a sizeable chunk from
Daggerfall.
And FWIW, the lead designer is essentially the think-tank. They come up with the ideas to work off of, but the other designers and implementers also weigh in and can change or get rid of those ideas. The lead director calls the shots, resolving disputes in, and contributing to, all facets of the project, from world building, to sound design, to programming, to visual style, etc.
The interpretation that I've had is that the Lead Designer is the author of the game's design document, while the Project Lead/Director/Producer is the editor.
The problem, I suppose, is that for TES games to return to being a more adventurous, daring, and risk-taking series, (even to the extent that
Morrowind had) it'll need BOTH a compatible director AND lead designer; the director needs to be willing to allow such risk-taking decisions without putting their foot down, and there needs to be a designer that's actually courageous enough to make said decisions personally.
I think Blizzard has this concept down to a science and that's why they're the most profitable and innovative company there is (although they have also inevitably succumbed to the suits' pressure).
Blizzard wasn't quite so experimental, but they did make a lot of success from "pushing the envelope," design-wise; their games (pre-
World of WarCraft) were all marked by taking an otherwise-familiar type of game, but then applying enough new changes and twists that they literally did expand the genres they went to. But yes, since 2004, they've decidedly changed to be more "mainstream;"
World of WarCraft didn't dare do anything that
Everquest or
Ultima Online hadn't already done, and didn't even dare try all that the latter had done. However, the game boasted vastly more polish than anything else, which won it the day in the end.
The game was great at the time and I loved playing it, but it doesn't stand up at all to other TES games. The only reason to install it now is for a nostalgia kick The illusion of it being this massive sandbox world wears off once you realize it's all just cookie cutter filler.
The irony is that
Oblivion, and to a lesser extent
Skyrim, both rely very heavily on this so-called "cookie-cutter filler" that you describe as removing all merit from
Daggerfall. And even when we look at what's "cookie-cutter," we notice that DF STILL had a staggering amount of content. After all, it boasts 248 quests, and that assumes that of each "category" of repeatable quest is only ever done once. This makes the count second only to
Morrowind; holding
Skyrim to the same standard yields you only about 180 quests for it, the fewest of the four "modern" games of the series. Similarly, once you factor in the level scaling of the two most recent games, they suddenly start looking a lot more cookie-cutter: every dungeon's bandits in
Oblivion are essentially the same, and will almost always be decked out in glass armor when you're level 20.
Daggerfall's real strengths came from the daring gameplay elements it had: it borrowed a number of pages from
Rogue-like RPGs, which I'd hazard a guess you've never played. (or possibly even heard of) The game offers a degree of flexibility in character creation that's unrivaled to this day, and puts the incredibly dumbed-down system of
Skyrim to shame. Even if you removed the 6 languages skills (which, by the way, DID still have an impact) that still leaves the game with 29, more than any other. Then there were all the various special effects, which for a newer player could be best described as "create your own birthsign." The flexibility and freedom extended well beyond just character creation; the spellmaker and enchanting system were vastly superior to anything that came after, it housing system was much more broad, and oh, it allowed for ship ownership too. And then the game didn't hold your hand or railroad you; vampirism and lycanthropy, along with other diseases (which would actually have an effect on something other than NPC dialogue) could hit you silently, or you could randomly find a very powerful magic item at low level.
Again, as far as "filler" goes, that largely describes the content of the two more recent games; one could make a decent argument that
Morrowind's mapping was better because it was 100% hand-crafted, but you're not making that specific argument. Plus,
Morrowind had its own detractions due to the degree of brevity its dungeons had, as well as an overall shortage of content in many regards. It doesn't matter that the bulk of DF's content was procedurally generated when you can still go an impressive distance before you start noticing repetition.