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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.)
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GameRager: (By hard to get items I mean ones you CAN get with luck/skill and not items you cannot get as the game is not setup to allow it.)
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dtgreene: What about items that are obtainable via glitches, but which are not intended to be obtained by the player?

(The GBA Fire Emblem games, particularly Sacred Stones, have examples of this sort of item that you can get by controlling the enemies.)
If it's a cheat that can be done easily and it doesn't make the game too unbalanced I might do it to see what the items do when player owned/controlled/etc....I also noclip in older games to find stuff the devs scrapped but didn't erase from some maps and find hidden dev messages.
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dtgreene: 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.)
Some of us with OCD sadly cannot avoid stuff like this so easily....it is just in our nature. And it helps to hoard stuff to sell mostly to make money or to keep in case some quest needs a random item or such can be used by another party member/etc.
Post edited August 21, 2019 by GameRager
One more thought:

In some RPGs, mainly WRPGs, I find myself ignoring armor entirely, as it does not provide enough of a benefit to be worth the inventory space, and in some games armor can be a hassle or it has drawbacks that make it not worth it.

For example:
* In Might and Magic 4-5: World of Xeen, quite a few enemies (including those in the first town) use no physical attacks, making armor useless. Furthermore, when a character's HP is reduced to -10, the character's armor breaks, making it necessary to go back to town and pay to repair it if you want to continue being protected by it, which gets really annoying to do all the time. As a result, I found the game to be most fun if I just sell all the armor I get, except maybe Obsidian armor for my cleric in one late game area, and maybe any that provides Energy resistance (which helps against the most powerful enemy in the game). (MM3 was less of a pain, as only chest armor would break when reduced to -10 HP; the change made for Xeen is one of the many rather puzzling design decisions they made.)
* In TES: Arena, I have found that armor isn't worth the inventory slots; I would rather have more inventory space for treause and spellcasting items. This is especially true for classes like Nightblade (limited to leather), but I have found myself doing this even with a Knight (can use plate mail), as according to the Codex Scientia, armor doesn't actually protect against monster attacks.
* In TES: Morrowind, armor can be heavy, so I think I might prefer light or no armor in that game, considering the effects on movement. (Then again, note that heavy armor can get better enchantments.)
* In TES: Oblivion, armor will weaken your spells by at least 5% (which makes certain Illusion spell effects worthless at high levels). Since I prefer to play mages, armor just isn't worth it.
* In Final Fantasy 2 (yes, not a WRPG, but worth mentioning here), equipped armor doesn't take up inventory space, but it does lower your Evade %, which is also used for turn order and running away. The difference is huge; it's the difference between winning a battle without taking damage (because your party got two rounds of attacks before any of the enemies could get to act) and getting a game over (being ambushed and having the enemies act first the following round, particularly against enemies wielding the equivalent of Blood Swords). Shields are great (they increase Evade %), and light armor can be used if you're careful, but heavy armor is so horrible that I consider this to be a serious design flaw. It also doesn't help that armor interferes with magic, and neither the game or its manual tells you that.