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Life is weird, eh?
The maps (world and towns) and all locations are the same in all games. The main quest dungeons are hand-crafted, the other ones were created with the help of some procedural software (as it woud be called today) and using a set of standard building blocks during development. But once implemented, all dungeons of Daggerfall were persistent from the beginning - nothing random (as far as the dungeons themselves are concerned). What changes is that you may be sent to different dungeons for the same quest in different games.
I mention it because it seems to be a wide-spread rumour that Daggerfall's dungeons are "random". For more information, see https://en.uesp.net/wiki/Daggerfall:Dungeons
I guess, it's just a way of modern (how I can call "modern" games more that decade old) game design, more casual and simplistic. I was always the fan of Gothic, Sea Dogs, Neverwinter Nights and all oldschool games, where you can easily screw up, but if you're keen - you got hundreds of different ways to create a really powerful character.
Alas, not many games of this genre today are accessible to the masses are mostly put into the deep freezer. I hope what someday The Wayward Realms will be released and will be awesome. There are few decent RPGs like BG3 or Pillars of Eternity, but I really wait for some first/third person RPG with a wide selection of skills, attributes and spells in a big open world. Especial spells, not only basic as fireball, freeze ray e.t.c. but with major utility, like levitation, open/close locks, transform entity live and not, and so on.