Lanefan
Victoria Rules
To a point this is true, but my experience with arcade games is that sooner or later either a) lack of perfection in skill or b) dumb bad luck is going to catch up with you.I believe one key thing around rogue-likes is being procedurally generated, so each run through would be different, allowing for quite different expectations / possibilities of scoring. Whereas my memory of a lot of arcade games were that they weren't random, so could learn from each play through what need to do next time.
And note I'm talking about early-era games here - Defender, Galaga, Centipede, Asteroids, etc. where one quarter meant one play and you started from scratch every time. @TwoSix referenced some later games I'd never heard of, that allowed one to continue from save points as long as one's quarters held out.
Rogue-likes are different every time through (which is to me one of their great appeals) but with enough root similarity that eventually some of it becomes a bit familiar - kind of like D&D: every campaign is different but to an experienced player there's enough root similarity to make it somewhat familiar. For example, in both types of game a Goblin is always a Goblin, a potion of healing is always a potion of healing, and so forth.
The big difference, of course, is that any computer game is by necessity limited by its programming. D&D has no such limit, in part due to the existence (and acceptance) of Rule 0.