When training a model on referential dialogue guessing games, the best model is usually chosen based on its task success. We show that in the popular end-to-end approach, this choice prevents the model from learning to generate linguistically richer dialogues, since the acquisition of language proficiency takes longer than learning the guessing task. By comparing models playing different games (GuessWhat, GuessWhich, and Mutual Friends), we show that this discrepancy is model- and task-agnostic. We investigate whether and when better language quality could lead to higher task success. We show that in GuessWhat, models could increase their accuracy if they learn to ground, encode, and decode also words that do not occur frequently in the training set.