You guys really dont read anything do you, they dont set to your lvl, dungeons have a high range and a low range say you a lvl 6 character and you enter a dungeon the lowest range for the characters in this dungeon is lvl12-16, whereas if you enter the same dungeon at lvl 28 the dungeon will set itself at maybe lvl 28- 34 this is not the same way in which oblivions dungeons were set up
Uh, are you sure that's actually what having a high-low range means? If a dungeon is set it to a range of 8-16, for instance, it should means the challenge therein can scale to be suitable for characters of level 8 to 16. If you're lower level than this threshold the dungeon will be difficult, reaching its minimum level of 8 despite your level being only level 3. If you're higher level than this threshold it still won't go any higher than 16 even if you're level 35, meaning the dungeon will be easy. Whatever level the dungeon is set on is then remembered for this play-through, so if it turns out to be too difficult for you still, you can come back later and clear it out when you're stronger. This accomplishes a measure of flexibility not found in completely static difficulty set-ups, but steps away from having so much flexibility that each area ceases to be unique. This set-up also allows you build on the theory that the further you get into the wilderness, or dangerous areas the harder the difficult levels get. This is how I understand that Skyrim is doing it.
In my opinion it's the best way to do it as well. Completely random levels would probably just feel messy. It would probably also put many people off playing the game when they at early levels have their faces smashed by horrible monsters, and then later when they are strong, just keep meeting weaker crap that don't challenge them. Having it random would probably be a good way to ensure that the player is frustrated or downright bored throughout the entire experience. On the other and, having carefully tailored levels (without ranges) for each individual dungeon robs the player of his freedom of exploration, requiring him to go through the dungeons in a set sequence to be strong enough to handle the threats ahead of him. Having these set thresholds allows you the player to explore- not as freely as he wants, but sensibly exploring nearby locations in whichever order he prefers. If he chooses to head deeper into the wilds to far outlying dungeons without being ready for them, well then they will be hard- as it should be.
If I got this wrong, I'll really have to read a few more interviews. I seriously doubt it would dynamically adjust the challenge as you progress through the dungeon however. The phrasing of the quote suggests its an instantaneous decision made at the moment of entry. The core difference between Oblivion and Skyrim would simply be these thresholds, setting a boundary in each dungeon for how far Difficult or Easy it can go. It ensures that a group of bandits never end up in Daedric Armour, and that your sewer rats don't suddenly feel like Demonic Sabertooth Rodentizers; on the flip-side it also ensures that you never encounter feeble Daedra or Ogres that seem little stronger than the before mentioned sewer rats. I think it's a good call. It's how many mods decided to fix leveling in Oblivion, and I believe also how SureAI went about balancing Nehrim. It's tried and tested and it works, and people tend to like it. *Shrugs* Makes sense Bethesda would go with that option.
Edit:
In regards to the uniqueness of Dungeons I do feel that Bethesda delivered on their promise in Oblivion. At least in regards to the layout and structure of their dungeons. They were longer, had individual quirks and were far more fun exploring than the three minutes it took to explore and loot one of Morrowind's Ancestral Tombs. The problem came from their auto-matched loot and monster levels to the player's level, ensuring that you never encountered anything actually surprising. Though the dungeons themselves were not predictable, but quite well built, the overall experience ended up predictable and quite lacklustre because of it. Sure they had a limited number of tilesets to work with, and sure you recognized the pieces they had used, and were able to predict with traps were going to be because of it, but I think their designers did a good job with what they had.