Your own analysis on Gone Home quote above is ten times better because it describes what makes the story compelling and what makes it work like it seems to do (haven't myself played that game yet).
Why thank you. I'm a mere consumer though.
It's a divisive thing and not everyone's cup of tea...as you can probably tell. There isn't really 'gameplay' as such, or at least, not game play beyond kind of classic point-and-click adventure games. I definitely think it's worth checking out if interesting well told stories are your bag, though.
Someone said to me "if you take out the story, it's just a walking simulator." Well yes. But it's a
story driven game.
Take out shooting from Call of Duty and that's just a walking simulator as well
edit: shitfuck. just realised in giving my analysis there I've spoilered some fairly major things for you. oops.
I guess that might be a slight flaw in going into detail about what you liked about the story or how you reacted emotionally
If Daggerfall worked that well and pleases you to no end, then to me it's precisely because its technical aspects are very good. Maybe as you say there are facets that could be lacking (especially to nowadays standards, but we often forget to put ourselves back in the context of the past with the tools we had at our disposal back then), but if the gameplay, the concept of the game, the art, etc, was so good as to make so many fans happy, it points to a good technical execution behind, even if not perfect.
Daggerfall pleases me to no end because of it's scope and ambition, and the way how actually? somehow, even though a lot of the things were procedurally generated (the map/terrain and the cities weren't, but most of the dungeons, side-quests and all the non-essential/unimportant npcs were) it seemed like a more believable 'real' world than the later ones with hand crafted NPCs. I guess because going into a city in Daggerfall, and there's a a crowd of faceless (well, they do have faces technically) milling around. That actually mirrors real life, and the feeling I get in a crowded space, a lot better for me than in Skyrim when the NPCs are all the same people, doing the same stuff, in the same place, repeating the same lines anyway. (but then, scale. even with the bigger areas like Solitude, it's all basically little villages with few inhabitants).
A lot of what I love about Daggerfall is a more esoteric 'how it made me feel', all tied up with nostalgia of course, but also the ethos to give me as much freedom as possible and, again, to mirror real life by making a lot of things feel like random chance rather than go here > do this > do this. The main quest kind of happens passively and can pass you by. I feel like that about life sometimes.
What I meant with technical aspects, though, is the game didn't work a lot of the time. Which does seem like it should be a prerequisite. I think it went a bit beyond 'not perfect' for Daggerfall there...Even if you got it to run fairly stable and without CTDs, getting stuck in doors and on ladders, or falling through the entire world, is a fairly regular game-breaking occurrence. 'Oblivion' in Daggerfall, was falling through the map. So that's what I meant about them perhaps not nailing some of the technical aspects.
(I still think it was the best in the series, just wish it wasn't so buggy).
I feel like a bit of a pretentious wanker when I'm defining things like 'fun' and 'play', but I guess it's not things I think about particularly often. An exchange I had with a friend on this:
Me: "Why do you play games?"
Him: "To have fun"
Me: "Did you have fun playing EVE?"
Him: "...sometimes"
Me: "Is EVE a fun game?"
Him: "...not really, no."
And I mean that as no criticism of EVE. I wouldn't be in this forum if I didn't think EVE was amazeballs. Was arguing with someone (I argue a lot) about EVE and how awesome it was that you could die and someone could take your stuff, and you'd be back to square one and he said "That sounds awful. How is that fun?"
And it isn't. But it is.
Because the danger gives your interactions more meaning.
(and especially fun when you do it to someone else >.>)