+1 for grind. Grind is important - it keeps the player on a drip feed of perceived progress. You need to regularly intersperse grind with milestones, and you need to drop random rewards in at random intervals for performing normal grind. “Maybe this treasure chest will have a potion in it? Or… this one? Or… this one? etc”
I’d hazard a guess that a slick UI married to a “why should I bother having to do this at all” mechanic that enables the player to cut out all the tedium of micromanagement is also important. For example - a backpack that only contains a certain amount of loot. This rapidly fills up with worn leather shoes, scraps of cloth, and pieces of worthless glass. Far better that the inventory was effectively infinite, because really, you’d just go and walk back and forth to the loot over and over in order to sell it all for your few gold pieces. That’s the wrong way to do grind.
Also it MUST be possible to save and restore at any point, if not necessarily multiple saves. Multiple saves are single-player friendly. I’ve never really known why the collective designers of NetHack chose to enforce an 80s gaming model in this day and age (permadeath is rubbish, basically. It removes the massive fun of “what if I did this instead next time” play)
Cas 