(Random selection of Morrowind dungeons)
These are the kinds of dungeons I like. They aren't long for it's own sake. They're designed like a real location would be. They aren't leading you by the nose to some ultimate, final boss room with big, leveled chest. 99 percent of them will have hand placed loot. There will be unique items hidden behind a boulder in a tunnel cave in. There will be magically trapped diamonds. None of this is present in Skyrim, you simply move forward. And moving forward inevitably leads you back to the beginning so you never even have to backtrack. It's predictable, and because it's predictable, it's boring.
I see what you're saying now. You're just saying they felt more "Natural", like a cave, instead of a "Level" that you'd find in a more traditional game. That I can't argue, though I will point out that in many cases, Morrowind does follow a similar design as Skyrim. There are actually "Bosses", as in a high-level enemy slot within a "Final Room" in the dungeon. It's just that the rest of the dungeon can populate the same.
I was simply speaking from an aesthetic design point, I don't expect you to have read any of my other posts, but I point out all the time that I would have liked all (particularly Human-occupied) dungeons to be hand-made to the finest detail. Contextual storytelling as it were.
And be honest, that wasn't a "Random Selection" of dungeons, because you obviously had to check to see which ones were appropriate for your argument.
I guess a relatively eloquent way of putting it would be, Level design in Skyrim has an odd way of reminding you that it's a game.

