This
system includes contextual charac - teristics such as the tendency to simplify and sensationalize events and issues and to promise and provide
instant gratification, and conceptual characteristics such as particular and recurring images
of power, happiness, meaning, and the nature
of success.
Marna Thall: If you've never experienced it or if it's been many, many years, then the
instant gratification is quite different, so — so I say the way I balance it and look at all
of it is — is one, knowing the person, really getting a sense
of who this person is that they're not just — I'm not just putting them through a
system without knowing who they are and then looking at these different components and trying to balance them on and — and calibrate them because most people, they're usually just a few tweaks.
Actually seeing games that don't bother with a progression
system is somewhat refreshing, but for the time it was something
of a revolution, creating a reward loop
of instant gratification.