

It varies within the genre. Some games try hard to take steps to minimize the ability to sit around and grind, such as by a food clock or lack of respawns. Sil, which is a *band game that tries to be closer to the original style has an XP system that grants XP for seeing an enemy the first time, and the same for killing it, and then 1/n times that XP the nth time you see that same kind of enemy thereafter. Sixth orc you see is worth 1/6 the XP, so it’s not worth farming an area hard, and still rewards exploring a lot. It also eventually just forces you deeper as the desire for a silmaril becomes more irresistible as you become stronger. Seeing 6 orcs and killing 2 is worth 3.95x an orc’s stated XP, seeing 30 and killing them all gets up to almost 8x the stated XP.
Others like most Angband variants or Tales of Maj’eyal made the decision to just let the player grind. Many of the games in that style have more open-ended progression and aren’t necessarily trying to force the player into constantly dangerous situations. The very popular Caves of Qud would fit this category.
I tend to agree. They say it’s specifically for the game preservation stuff, and maybe that’s true. Most companies would create a separate non-profit with its own funding separate for such a thing (not that all those are necessarily great either). I like what GOG does in general and I think it’s important they’re there, but I don’t have any intention of donating to a for-profit business based on the claims that they’ll only do game preservation work with the funds.
I’m not spending an era reading through all the terms & conditions, but at a quick glance I can’t see anything in the legalese about what they can/can’t use GOG Patrons funding for, so it seems like it’s just paying the company monthly for a few extra perks and hoping they’ll use that cash for something positive.