Posted August 20, 2019
One other thought:
In games with infinite random treasure and limited inventory space, it does not make sense to explore and loot everything, as much of the treasure is worthless and you can just go back for more; furthermore, if you are trying to accomplish a goal, it doesn't make sense to thoroughly loot each dungeon level. This includes, for example, TES: Arena and Daggerfall. (In fact, the dungeons are so big, particularly in Daggerfal, that the dungeon might not be fun to explore past a point.)
In roguelikes, it makes sense to thoroughly explore the early parts of the game, but after a certain point, the enemies will start getting too tough for that to be a good strategy, and you may already have everything you need to beat the game; at this point, the strategy is to just find the exit. (Not universally true; in Tangledeep (which has infinite inventory), even the later floors of the dungeon are quite manageable if you have a good setup.)
Randomized games (like playing certain games with a randomizer) generally reward thorough exploration, ad you never know what is where; perhaps that powerful sword or mandatory quest item is in that one chest in town that normally holds a worthless item. However, once you get what you need to beat the game, you reach "go mode" and might as well just finish the game at this point. (Well, usually not anything can be just anywhere; randomizers typically have something called "logic" that ensures that the game is winnable; for example, the item needed to enter the final dungeon (if there is one) won't be in the final dungeon itself.)
In games with infinite random treasure and limited inventory space, it does not make sense to explore and loot everything, as much of the treasure is worthless and you can just go back for more; furthermore, if you are trying to accomplish a goal, it doesn't make sense to thoroughly loot each dungeon level. This includes, for example, TES: Arena and Daggerfall. (In fact, the dungeons are so big, particularly in Daggerfal, that the dungeon might not be fun to explore past a point.)
In roguelikes, it makes sense to thoroughly explore the early parts of the game, but after a certain point, the enemies will start getting too tough for that to be a good strategy, and you may already have everything you need to beat the game; at this point, the strategy is to just find the exit. (Not universally true; in Tangledeep (which has infinite inventory), even the later floors of the dungeon are quite manageable if you have a good setup.)
Randomized games (like playing certain games with a randomizer) generally reward thorough exploration, ad you never know what is where; perhaps that powerful sword or mandatory quest item is in that one chest in town that normally holds a worthless item. However, once you get what you need to beat the game, you reach "go mode" and might as well just finish the game at this point. (Well, usually not anything can be just anywhere; randomizers typically have something called "logic" that ensures that the game is winnable; for example, the item needed to enter the final dungeon (if there is one) won't be in the final dungeon itself.)