Most of the dungeons aren't memorable, but there are some good ones. The Puzzle Canal hasn't been mentioned....It's been a long time since I was there, but I recall it as being a fairly good maze puzzle. The one with the boat burial was good too.
Now days, I probably spend about 70-75% of my time outside of dungeons. There is a lot to explore in the great outdoors, and there are a lot of interiors that aren't dungeons (Vivec Cantons, guild halls, etc.). As has been mentioned, there are a few "templates" of dugeons, and these get repetitive after a while. While the layout and exact details differ, the textures, monsters and treasure is very very similar. There are some dugeons (like the one under Ebonheart) that have some interesting side-quest stories involved with them and yield very valuable loot.
The first time you enter a Sixth House base will be very memorable.
Morrowind's strength is definately not it's dungeons, it's the open-endedness and the character progression system. You can be (almost) anything you want, and while there are some problems with the system, it's the best I've encountered in my (limited) experience.
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[img]\"http://img.photobucket.com/albums/v381/AngAvs/avatar6517_2.jpg\" alt=\" - \" /><br />A Thinking Monkey told me.
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