https://en.wikipedia.org/wiki/Moria_(1983_video_game)
> Stable release 5.7.15 / 4 June 2021; 4 years ago
Not to say that this is necessarily the right way to look at it. It's not clear-cut, is what I'm saying.
Would really love informed takes on this.
AI researchers think NetHack is interesting [1, 2]. You should too!
[1] https://proceedings.mlr.press/v176/hambro22a/hambro22a.pdf
I would say there's a small amount of nostalgia in the game for me, but nothing like the NES & SNES games I played in childhood, more than a decade before I even tried NetHack for the first time. NetHack is pure ASCII (at least that's how I play it) with no sound or music whatsoever. Most of my nostalgia for games comes from sound, music, atmosphere, and story. NetHack has a little bit of story but zero character development. Your character is just a vessel for inputting commands into the game, not a character in any dramatic sense of the word.
What makes the game so compelling, for me, is the grand challenge of figuring out what to do with the dungeon (and its contents) the game throws at me on each run. Sometimes the dungeon can be brutally unforgiving and extremely stingy with resources. Other times, it can feel ridiculously generous (only for you to make a dumb mistake and lose it all). Either way, the game is always throwing something new at you, even when you've been playing it for decades!
I'd say that, to some degree, roguelike game design has moved on, and when it comes to hilarity and sheer mechanical depth and breadth, games like Caves of Qud are probably better at evoking the feelings of Nethack without being so absolutely reliant on spoilers (which isn't to say that the game isn't still largely opaque, just that the essential parts are better-communicated). And on the flipside, anti-Nethacks like Dungeon Crawl Stone Soup make it a design goal to be fun and playable even assuming a totally spoiled player, by focusing more on tactical and strategic decisions and being forthright about including all necessary information within the game itself.
There are people who absolutely thrive doing the things NetHack rewards you for in the long term: perseverance, patience, planning, resourcefulness, risk management, strategizing, analyzing and learning systems... I feel like it has a timeless and ageless appeal to a particular kind of player and has never been quite palatable to mainstream audiences. If you like NetHack today you probably do it for the same reasons you would 30 years ago.