@SilverDeth @p > sorts of "Murder DM" games
That's the way I usually play games: kill everyone… or fuck everyone — if it's a Sims game. In the latter case, preferably at the same time — or in the shortest period of time
Plot quests? Fuck those! I'm going to reach maximum level killing rats in the very first location and them breeze through the rest of the game eviscerating whole towns. This is why even games like Elex, although they allow lots of freedom, are still a disappointment to me. In Elex you could even kill most characters responsible for side quests, which is entertaining, but the main plot ones are still invincible — I could hide behind the corner throwing rocks at them indefinitely, but it's obvious that this wasn't planned and you aren't supposed to withstand the slaughter. Main plot ones even calm down after being provoked and you can keep playing the game.
Towns in Elex are very entertaining places to get naughty, but eventually it still gets boring after you realise that guards just keep respawning indefinitely.
That's why NetHack is such a breath of fresh air — even back in the day in most graphical computer RPG games shops were… Well, shops — they are giving you some menu and you can buy and sell items, but in NetHack… "Oh, so you've arranged it in a way that I can buy items through usual game mechanics. Okay, let's try this…"— and then you realise that it IS allowed and that it's actually part of the game: you can dig a hole and the shopkeeper would fall through, and the game won't break! You can train pets to carry all the items out of the shop for you — there are whole strategies built around it.
Nowadays rogulike became a subgenre and elements of it even made inroads into more casual games, but back in the day there were games that would bread if you started doing bizarre shit, but there was also this — you could do whatever came to mind only to see that the game could handle all sorts of behaviour.