I used to be an actual heroin addict, many many years ago. Finding the next hit every day/every couple of days was nearly as satisfying as the actual rush of the drug itself.
In fact, this effect was so powerful, that the "come thru" message from my dealer, and driving over to his, would make my withdrawal symptoms subside nearly entirely, well before I'd actually taken the drug.
Brains are crazy.
https://en.wikipedia.org/wiki/Reward_system#Anatomy
Though I've not read any articles on heroin or these long lengths of time specifically, opitates are known to have these anticipatory responses in the brain like the one you describe.
Brains are indeed totally crazy.
I'm really very deeply glad you kicked that habit and killed the dragon. This internet stranger is rooting for you :)
[1] https://en.wikipedia.org/wiki/Reinforcement#Gambling_%E2%80%...
Destiny is a loot shooter (or "looty shooty" if you're in polite company) which has rare drops as part of it's core gameplay. Certain rare guns can only come from high-level activities, and some weapons have randomised rolls that encourage people to re-play those activities to get gear that is marginally better. A lot of the best parts of the gear drop design are lifted from peak WoW. But that alone isn't what makes destiny addictive.
Destiny 1 had "gun leveling" where you would need to get kills on certain rare weapons to unlock the rare features that made them useful, along with individual numbered levels for each gear slot, and that's before you get into the quests and bounties. There was always a reason to hop on, because you always had some new weapon that you could power up to see what it did. Tiny bars filling up.
When Destiny 2 shipped, they dramatically improved the loot system, simplifying the ways people would get drops and making them more consistent overall. But they also tried to remove a lot of the other "grindy" aspects of the game like gun leveling, but the result was the game didn't feel like you had compelling reasons to log in. Fewer bars = fewer hooks.
It's only now that the game has had several significant expansions and added a host of new quests (many of which simply require using certain types of gear in certain activities) that the game is approaching those same levels of addictive.
I could write an essay on this subject but the two I'll mention now are cross-server dungeon/BG finder (which destroyed much of the social aspect to the game) and loot tokens instead of loot drops.
I don't think that's necessarily true. WoW moved more and more towards this model and all it did was make the game predictable and grindy. You need big chunks of uncertainty (will we kill the boss? will it drop what I'm after? will that item go to me?) to really kick the intermittent-reward circuitry into gear.
Constant small incremental progress is just easier to implement.