I love playing (or re-playing) retro CRPGs, especially those of historical importance. I love seeing a feature in a new game, and thinking: "Ah! This goes back to Pool of Radiance from 1988."
But something that old games didn't have was nuance, or sometimes a bit of plain common sense. I get it, we can skip a random combat encounter by deceiving the guards, making them believe we serve the same master. And it's great, we don't have to fight 15 random encounters in a row.
But with a simple variable holding a counter and an if clause, they could have simulated a DM that, after seeing his party deceiving the guards for the second time, would've just said: "Right, you met a dozen patrols, and putting your knowledge of the enemy to good use, manage to dupe them all".
I didn't need to type that name 15 times...
But we also kinda love those games for their quirks, don't we?