When people used to say, “The joy is in the journey, not the destination,” that phrase was written before Open World RPGs.
Today we’d say, “The real game is in the side quests, and the loyalty missions, and check out some of the lore now and again.”
Because that phrase was meant to convey a richness of an experience rather than the flat end-rewards or the conclusion.
If you play these types of games, then it’s likely at some point you’ve encountered a big open world game with a let-down of an ending.
Today we’d say, don’t let the ending define the experience, because in many cases, the smaller stories along the way provided such a richness, that it was worth the entire experience.
Similarly, it is a common feeling to assume that life is taking too long.
There are disproportionally difficult hardships in real life, so I would never recommend applying this on a terrible day.
On our lighter days, we have the option to treat the twists and turns and diversions of life, not as delays-
But as extra content that we are consuming.
If we assume that we are leveling up, or gaining more loot during these diversions-
And so long as you are willing to treat new ideas as if they were equipment upgrades (they are)-
Then from time to time, instead of feeling like life is a slog, you can think of life as plentiful.
Think of how much more interesting and informed a person you are now than ten years ago. Is that because you swiftly completed the main storyline? Or were the side quests and lore you acquired along the way actually worthwhile?
Loyalty missions in real life?
That’s when you take an interest in the interests of others.
You’ll learn a lot more about your friends and family and acquaintances and colleagues, if you put your agenda on hold from time to time, and really go along with some of the things that matter to them but might not otherwise matter to you.