"Reward is the keystone to a punishing video game. Without it, a game crumbles like poorly stacked stones."
There is poetry in the dungeon crawler. Something about the interminable journey through the dark and its many trials — a confusing maze of hallways, a cursed treasure, things creeping from the dark places of the earth — calls to the poet in each of us, and that's part of the reason we finish these oppressive, harrowing games. There's also the excitement of creating a party and the tension of opening forbidding doors- the fun of seeing what new horrors the game can provide. There's also usually some light at the end, whether the literal light of the sun or the spiritual radiance of freedom.