Yup, I didn't play Daggerfall, you're right. I actually started with Might and Magic VI, I only read about the earlier titles. I read about how much of an improvement to the series MM6 was, but I never experienced how much worse the games were before. I enjoyed a zoomable minimap, sounds of secret passages opening after completing some objective and monsters lurking around the corner (plus some voice... acting? well, synthesis, at least), notifications about quest progress, a journal, a comparatively large number of distinct locations, etc. Probably due to improved graphics, so a higher amount of RAM needed for them, MM6+ were split into maps, so no matter how lost you got, you could just go straight ahead and arrive at the map border after 5-10 minutes max. Faster with the fly spell. There was also a compass, which greatly helped with navigation, especially underground.
But, to go back to the original topic a bit, you only gave up (wandering the wilderness) after you ran out of things to do. So, correct me if I'm wrong, but you did have fun until you had things to do there :P Exploring the wilderness in MM6 and MM7 was also fun, and actually essential if you wanted to seriously power-up your heroes. There were random encounters with enemies, some waaaaaay above your current level, but the physics engine and the exploitable real-time-but-turn-based mechanics were primitive enough to let you, with some luck, camp a troll safely from behind a rock. Then there were one-time semi-random treasures in chests to discover (watch out for traps), hidden locations with quests, altars and trainers, in general everything you would need to take it easy in the latter parts of the game. Of course, there was a high risk of ending up dead, having run into too powerful opponent. For example, in MM7 there was a killable and exploitable dragon (high-level monsters sometimes had more than one drop, and you had to click twice to get them - but if you saved after the first drop, you could repeat second click as long as necessary for there to be 3rd drop generated. Rinse and repeat. I spent a frickin' DAY doing this. Got enough money to last me to endgame, though) in the tutorial, that you could find if you explored a little. It was, obviously, mercilessly slaughtering low-level characters, and it was impossible to kill it without a very heavy save scumming and a lot of preparation. On the flip side, entering a random cave in the tutorial and facing a screenful of fire-breathing winged lizard kind of set the tone of "wilderness exploration" later on.
In summary: exploring the wilderness can be fun, but it's the "numbers based" part of fun. I mean, sightseeing was not really worth it until much later, when the 3d-accelerated graphics begun in earnest. And even then, the main motivation was to level up, find treasures, kill monsters for exp - all focused on bumping up some numerical values in your character sheets. There were certainly some useful clues to discover here and there, and the mentioned hidden locations and quests too, but the meat of the game at that point was to grind. And it was fun! At least as long as monsters still gave you enough exp, the drops were still worth the effort, and you could get back to civilization relatively quickly.
To be honest, I'd be very happy to play a modern take on the CRPGs from around MM6 time. Large, but not vast, maps filled with randomized content but hand-tuned and with frequent hand-made locations, with quests and subplots to discover, without "you cannot go there, because you cannot go there" prevalent in modern CRPGs... I would like it combined with a mainly tactical, but real-time combat as in Dark Messiah of Might and Magic. First person perspective, preferably solo, or in a party with mechanics similar to Vampire Redemption/Bloodlines. Non-linear plot, freedom to decide how to finish the more important quests (not just 2 choices, make it 6 at minimum), freedom to ignore the plot entirely and focus on buying a house... Fallout 3 was, IIRC, kind of similar to what I have in mind, but I'd like a dark-fantasy setting. If you know of any game like that, please share :D
But, to go back to the original topic a bit, you only gave up (wandering the wilderness) after you ran out of things to do. So, correct me if I'm wrong, but you did have fun until you had things to do there :P Exploring the wilderness in MM6 and MM7 was also fun, and actually essential if you wanted to seriously power-up your heroes. There were random encounters with enemies, some waaaaaay above your current level, but the physics engine and the exploitable real-time-but-turn-based mechanics were primitive enough to let you, with some luck, camp a troll safely from behind a rock. Then there were one-time semi-random treasures in chests to discover (watch out for traps), hidden locations with quests, altars and trainers, in general everything you would need to take it easy in the latter parts of the game. Of course, there was a high risk of ending up dead, having run into too powerful opponent. For example, in MM7 there was a killable and exploitable dragon (high-level monsters sometimes had more than one drop, and you had to click twice to get them - but if you saved after the first drop, you could repeat second click as long as necessary for there to be 3rd drop generated. Rinse and repeat. I spent a frickin' DAY doing this. Got enough money to last me to endgame, though) in the tutorial, that you could find if you explored a little. It was, obviously, mercilessly slaughtering low-level characters, and it was impossible to kill it without a very heavy save scumming and a lot of preparation. On the flip side, entering a random cave in the tutorial and facing a screenful of fire-breathing winged lizard kind of set the tone of "wilderness exploration" later on.
In summary: exploring the wilderness can be fun, but it's the "numbers based" part of fun. I mean, sightseeing was not really worth it until much later, when the 3d-accelerated graphics begun in earnest. And even then, the main motivation was to level up, find treasures, kill monsters for exp - all focused on bumping up some numerical values in your character sheets. There were certainly some useful clues to discover here and there, and the mentioned hidden locations and quests too, but the meat of the game at that point was to grind. And it was fun! At least as long as monsters still gave you enough exp, the drops were still worth the effort, and you could get back to civilization relatively quickly.
To be honest, I'd be very happy to play a modern take on the CRPGs from around MM6 time. Large, but not vast, maps filled with randomized content but hand-tuned and with frequent hand-made locations, with quests and subplots to discover, without "you cannot go there, because you cannot go there" prevalent in modern CRPGs... I would like it combined with a mainly tactical, but real-time combat as in Dark Messiah of Might and Magic. First person perspective, preferably solo, or in a party with mechanics similar to Vampire Redemption/Bloodlines. Non-linear plot, freedom to decide how to finish the more important quests (not just 2 choices, make it 6 at minimum), freedom to ignore the plot entirely and focus on buying a house... Fallout 3 was, IIRC, kind of similar to what I have in mind, but I'd like a dark-fantasy setting. If you know of any game like that, please share :D