I must be autistic but exploring those dungeons was some of the must fun i've ever had in a game. I remember it took me literally two hours to get out of one of the bigger dungeons and the sense of accomplishment was tremendous. Game might have been an unfinished mess but it was still an incredible experience for me.
This. I never finished Daggerfall. In fact, I don't evr remember doing the main storyline. I just remember going to random towns and going to dungeons and later doing some of the dungeon quests. The world was so big and felt epic. Even though I only played long enough to get some daedric and a house, I still loved it, despite never doing the main plot. I think just not knowing the full extent of the game made it magical.
I don't know if it's Daggerfall which caused it, but I don't like games where they show you exactly where to go and so on. For example, in Morrowind you had to read the quest text, which I think gave you a better mental "picture" of the world, but in the later versions it was all automatic. I don't know why, but I just don't like it. Fortunately, since these're single player games, I can shut it off and even mod it. In MMO's, you can shut off things, but you can't modit. And if you shut off things, other players will wonder why you're lagging behind them. And even though you can shut off things in single player games, I think they're not designed to be used that way. This can mean they're almost unplayable without those features.
I tend to be a very exploration-based gamer. I've done a lot of it over he years. Maybe my liking for navigating on my own is just tied to this somehow. But I'm a lot of things, not just an explorer. And even though I like to be on my own in the game, I don't like when games don't give you enough warning or preparation or logic for things. That can be a very big turn off for me. For example, traps which you can't see but kill you completely if you step on them. If they're at least
somewhat visible by telltale cues, I'm much more friendly to that. In fact, a place with no hazards or traps is too safe and not what I'd expect. Anything which is a big part of a quest or a potentially lethal thing should have plenty of work done it so it's not too unpredictable.