Nutmeg
Arcane
It doesn't sound like you're talking to me any more. You seem to be putting words in my mouth and bringing up things that weren't part of the conversation and I'm not sure how they follow.Are about winning and maximizing numbers, so forcing the player to deal with consequences for his actions, like losing honor after pillaging a village on M&B is just illusions of choices and making everyone eqqual. Now, if M&B forced you to follow a specific path with specific instructions, now we have a game that respects the player agency and who has emergent gameplay /sarcasm.
M&B has no ending IIRC. You're given a score on retirement, so I guess the goal is to get as high a score as possible before retiring. But it doesn't make sense cause you can indefinitely increase your score at 0 risk. So, you can't play for the clear, and playing it for score is broken, so all you're left with is "winning is whatever you make it to be!" or playing it for the LARP, which is what most people do, and from the sounds of it, what you do. As stated before, I'm not super interested in either.
As for emergent gameplay, even simple games have emergent gameplay. I've argued before that as soon as a game is real-time, then it has emergent gameplay because humans aren't robots that can input the exact same inputs at the exact same timings every run so every run will give you variations on the challenges. This is what makes arcade games so fun.
But this isn't what Western RPG players call emergent gameplay. What Western RPG players call emergent gameplay is usually "haha there's so many inefficient ways to overcome this challenge, in addition to the one clear most efficient way, how fun!" or simply a euphemism for "broken".