Lemming42
Arcane
Except Daggerfall is made of hand-made content that's provided to the player in a randomised way. The quests in DF are written by human developers (and a lot of them are conceptually interesting), the dungeon prefabs are designed by human developers, the city blocks are designed by human developers, the dialogue is written by human developers. The game just shuffles it and offers it to the player in ways that make each run unique. The game lies in experiencing this content in a fresh way each time, and also relying on the game's mechanics to interact with the world (eg relying on magic and athletics skills to navigate the dungeons). I don't agree that 99% of the content is shit, because I think the quests are often interesting, the mechanics largely work, and the dungeons are often constructed in fairly cool ways, the only weakness being that you will see blocks start to repeat after a while.Yeah but in a large and procedurally generated world EVERY element sucks, it's a necessary side effect of "roguelike elements" that 99% of the content is going to be shit."it's small but hand-crafted!!" Nice, but many of the elements within that small but handcrafted world suck.
Hand-made is always better, no exceptions.
MW's handmade content may as well be procgen'd half the time - dungeons are samey and usually very underwhelming (and I've heard they actually were sometimes made with procgen, can anyone explain more about this, if it's true?), quests are often tedious busywork both mechanically and narratively, most NPCs have no character and mostly share the same robotic responses, etc. They brought many of the weaknesses you might associate with a roguelike into a much smaller handmade game, with all the tradeoffs that entails.