It depends what your goals are.
At game level, you may wish to produce something streamline that runs on low end machines; or you may want to produce something fast performing and high quality at the same time, with user options.
At object level, cubed surfaces such as walls, floors and doors should be made out of quads to aid texturing and UV mapping. As for organic shapes such as trees and rocks, the use of quads are not essential.
When modelling in Blender, I never use triangle based meshes; unless I am modelling a pyramid or something. 99% of my models use quads so that later on, if I need to reuse them for a task that requires sub-surface modeling, I can do so. UV mapping on a per triangle basis is a pain aswell.