RPGs (and roguelikes) can involve a lot of optimization/powergaming; the problem is that powergaming could be called rational already. You could
explicitly make optimization a part of game’s storyline (as opposed to it being unnecessary (usually games want you to satisfice, not maximize) and in conflict with the story)
create some situations where the obvious rules-of-thumb (gather strongest items, etc.) don’t apply—make the player shut up and multiply
create situations in which the real goal is not obvious (e. g. it seems like you should power up as always, but the best choice is to focus on something else)
Sorry if this isn’t very fleshed-out, just a possible direction.
RPGs (and roguelikes) can involve a lot of optimization/powergaming; the problem is that powergaming could be called rational already. You could
explicitly make optimization a part of game’s storyline (as opposed to it being unnecessary (usually games want you to satisfice, not maximize) and in conflict with the story)
create some situations where the obvious rules-of-thumb (gather strongest items, etc.) don’t apply—make the player shut up and multiply
create situations in which the real goal is not obvious (e. g. it seems like you should power up as always, but the best choice is to focus on something else)
Sorry if this isn’t very fleshed-out, just a possible direction.