Before I started playing CDDA, I’ve played a ton of DCSS, Angband and its variants, Nethack and its variant etc. The difference between Cata and these examples is that they’re dungeon crawlers, and with all due respect, they offer WAY less freedom than Cataclysm does. Now, this is not a bad thing; in-fact, this is what makes them so easy to come back to - you crawl through the dungeon floors, get strong weapons and try to reach the goal (the Orb), at which point you crawl back up and finish the game. This definitive goal, combined with fairly straightforward progression, is what you can’t find in CDDA. The absolutely enormous amount of possibilities when starting the game and the nearly-infinite amount of options to continue it is what makes people care so much for that one @, that one world that seems like it was built perfectly for them. I’m putting aside worlds with bad starts - these discourage new players from attempting to play again but are still somewhat less painful than worlds which you put real, true effort into.
You know, or at least you’re fairly sure, that you won’t get that exact vehicle with the same amount of fuel and battery power left in it, which you can then use to travel the world and set up your base. You won’t find that one house that had all the items you needed and the perfect layout to meet your needs, and which was perfectly distanced from the city you intended to loot later. You won’t get those clothes which made you beefy and gave you all that storage you needed to carry items, and you won’t get that weapon that made killing zombies so much easier.
When you’re playing a dungeon crawler such as Rogue, the possibilities are limited. The thing that determines whether you succeed or not is your equipment (which usually has straight up buffs/debuffs too, but that’s not important) and which monsters you encounter. You also never have “bullshit” deaths like in Cataclysm, and the goal of the game as a whole is defined at the beginning so you know what you’re getting into. I think two core things make people get attached to their character:
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Lack of an end-game goal. In Cataclysm, surviving IS the goal. And before you died, you were surviving. Had good gear? You survived, and when you lost you knew the next game wouldn’t be the same and you might not survive at all. In a dungeon crawler, you know you will survive. The game can’t not give you something to fight with, even if it’s based on luck. Eventually you’ll find something that will help you get through tough battles and win. In Cataclysm, you’re the only one caring for yourself, and if you don’t know what you’re doing you WON’T survive, and won’t reach the goal. You MIGHT be able to wander around and find a good weapon, while in a dungeon crawler there’s no option for it not happening, both because of the relatively small map and because there are less items to discover (sword, dagger, bow etc.)
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Early-game and repetitive tasks. This ties into the random situations/loot case I mentioned earlier - in dungeon crawlers you WILL find a dagger, or a sword, or a bow. Eventually. Cataclysm usually determines your early-game by itself - you might find a vehicle, you might not. You might found shelter, you might not. I feel that this point is relevant to new players more than experienced players, as the latter already discovered a way to “beat RNG” and find a way to survive even if their start is unlucky. One example of this can be crafting a weapon out of supplies they spawn with (replacing that good weapon they lost, it might also lead them to it again), another is crafting a basic vehicle replacing the good vehicle they had (leading them to more vehicles, better surviving odds). It’s all about comfort - “I didn’t want to die because I had a comfortable shelter, and a good weapon, and good armor. Now I have to spawn without any such gear and will have to rely on luck to give me such things again.”
I don’t agree or disagree, these are my 2 cents on the subject trying to explain the reasons why letting go of that one @ is so hard sometimes. I apologize if this looks a bit messy, I used a virtual keyboard and a phone to type it all out.