Daggerfall was fun for a few hours before you end up badly breaking the game.
Too bad for you. After the last official patch, crash rate was down to rare, but even before the patches my game wasn't ever broken. I did have corrupted saves, though and yes, it was terrible.
It may be me, but I could never understand the "respect" The Elder Scrolls series (I'm speaking pre-Oblivion, of course) got from RPG-fans, to the point where Daggerfall was considered by some to be one of the greatest.
I for one found that each and every one of these games, even "for their time", was very poor in just about every aspect
Oh boy, another ignorant illiterate who doesn't know what he's talking about yet pretends to like play RPGs. Here we go again:
As far as RP of G goes, combat in Daggerfall was nothing but simplistic. I could even easily say that it beats near everything first person that's been done so far to this day at CRPG front. It might "play" as simplistic, as a perk of it being a first person game, but underlying mechanics, how your skills affected the outcome and how your equipment compliments it is such deep that most people could never grasp it at all.
Maybe you didn't like melee combat, you didn't like having to drag the mouse around to fight, and that's ok, but to call it simplistic is stupid by any means. Try picking no combat skills and you're ratfood pretty fast, even with a daedric weapon.
poor character creation/progression (some might say that the Daggerfall system was good, I'd beg to differ: a "lot" of skills offered during creation does not equal to deep character customization -it was clearly quantity before quality)
Character creation in Daggerfall doesn't equate to being offered a lot of skills.
The whole advantages/disadvantages and advancement multiplier were such good ideas that effect the game a lot, likes of which have rarely been done at all in CRPGs. How many examples can anyone give that have some sort of similar feature? Fallouts, Arcanum and Bloodlines comes close, but other than Fallout, the perks/traits/backgrounds in games with a similar feature are all almost exclusively mere statistic adjustments, while Daggerfall gave you choices that affected gameplay which were exclusively available in advantages/disadvantages, things that you couldn't change in anyway whatsoever once you're done creating your character.
Skills. Daggerfall having a lot of skills being a bad thing is only as bad as Fallout or any other RPG that had underused/unjustified skills. Main idea in Daggerfall is just right: For starters, you have these linguistic skills for creatures and since easily 3/4 of the game takes place in dungeons and since any given language skill saves you the trouble of fighting creatures of that type, this was a huge improvement over anything that's ever been out there to this day. Execution wasn't not exactly as articulate or interesting as it could have been, but it's still a vital option no other game gives you, and having one language devoted to several creature types weren't exactly practical. If I remember correctly, these alone make up 10 skills. A real clutter. 2 or 3 skills to cover most to all creature types would have been perfect in my opinion.
On the other hand, you have Ethiquette and streetwise, which don't affect the game in any meaningful way at all. They affect whether you can get a random NPC to give you hints during wiki-talk or mark your map for places you're looking for and that's it, but since you will eventually find a NPC to get either in a few minutes with enough tries, these two skills are meaningless. So, ok.
You can add Running, Jumping and Swimming to the list, however, these are kind of tricky. As absurd as may sound, the games is literally 3/4 playable with these as major skills and marginally easier, because you can practically run past all creatures, make insane jumps over long pits, bridges or platforms in dungeons where you'd have to find a walking path otherwise, and you level up ultrafast. Still, from a logical standpoint, it comes forward as just ludicrous to have separate skills for these, but practically, it's not. So I'm ambivalent about these particular skills.
I have nothing to argue on skills for 6 schools of magic, it worked pretty good in my opinion, and helped with diversity a lot. Likewise the combat skills.
Once you know all of these, there really isn't a problem. Rest of the skills are useful (and let's not forget how useful skills Medical and Climbing were) and work perfectly. No cluttering.
Now, I can't object to character progression being stupid, because it really is. That's been one of the most retarded thing about TES games from day one.
Perhaps this is subjective, but apart from the questionable absurdity of being assigned royal/imperial matters at the beginning of the game, I didn't find anything laughable at all. Perhaps you will share why you did?
As far as I could observe, writing style in Daggerfall was, for the mostpart, perfectly ordinary and simple. Nothing bad, nothing good. Some of the books had good writing and good stories, and some others didn't. Game characters on the other hand, their motives, were definitely interesting, despite the plain writing.
I'd have to agree as far as most non-main quests are concerned. Especially the official guild (mages guild, fighters guild, knightly orders and religious orders) quests are atrocious in their repetation and simplicity. Not with with main quest and the other guild quests.
Translation = not really anything else?
and oh so incredibly bland, shallow and boring.
That's so very non-descriptively subjective, I can neither agree or disagree.
Thing is, what surprised me the most about Oblivion when it came out -was the fact that it shocked so many fans, who perceived it as a "dumbing down". But seriously, looking back at Arena/Daggerfall/Morrowind, how much dumber could it get anyways? I may be the only one here, but I don't believe Oblivion was inferior to Arena or Daggerfall as an "RPG", because it simply couldn't get any worse than those two in the first place. So, it's even more simplistic than those who came before it -it doesn't change much, if at all, the essence of the series was intact: a huge, seamless LARP simulator with no substance, no challenge and no soul from start to finish.
Between Oblivion and Daggerfall: boring as shit main quest. Utter lack of challenge. Lack of character diversity. No political intrigue whatsoever. Uninteresting character design. Lack of gameworld options and strategies. There's more I can't think of atm.
<edit> More than enough places with hundreds of random NPCs to make a continuous income as a thief, robber or fraud (remember the banks), which is a problem literally in any other game. Thief/rogue archetype in any other game means a substitute for breaking into places and making a quick buck for a few times, because if you keep thieving around all the time, you run out of things to steal and places to rob eventually and pretty quickly. Likewise, randomization makes it possible to make a living as a generic fighter/mage, that's if you can stomach the same quests with different names and places all the time, but the option is there. Travel options (which sadly only lacked encounters). Timed quests where failing affected a small number of things. More examples to the things TES3+ lacked. MQ with some choices.</edit>
Daggerfall is one of those examplary games in RPG design for the things that were accomplished at its time. TES3+, on the other hand, did absolutely nothing noteworthy. They only managed to go with a good artistic vision for Morrowind, and that's it.