I refer you to this well written document on careers and game design and how they overlap. How to be successful at engaging customers, and employees. I'll copy/paste some of it but if you want to read it yourself go here:
http://www.gamified.uk/2013/03/25/feedback-loops-gamification-and-employee-motivation/
To anyone involved in game design, feedback loops will be a well known concept. To those in gamification, they are often talked about, but not everyone will know what they actually are and how they can be used.
Feedback loops come in two main flavors; positive feedback loops and negative feedback loops.
Feedback loops are like this:
A positive feedback loop amplifies something, whereas a negative feedback loop will reduce something.
So, we have negative feedback loops as well. Whilst the player may be getting stronger and stronger, what if as their boosts multiply, their ability to find health packs or more powerful weapons was reduced, leaving more pickups for the less skilled players – giving them a slightly better chance of winning. This kind of balancing effect would help to keep them engaged with the game, rather than just quitting! It may seem unfair to the more skilled player, but you would not want them getting bored either!
Ideally you want to keep a balance of positive feedback loops going to keep gamers in the sweet spot.
This is how it should work
This is how it actually is
Now actually insert the random element into the game. The Engineers. This is what happened.
Take a Slot machine in a casino. Put money in, pull the lever, stand a chance of getting money out. Ignoring the random nature of the payout for a moment, most people are of the opinion that the more money there is in a slot machine, the more chance there is that it will pay out. So, here you have your positive feedback loop.
However, there is a random element here as well, the win comes at a seemingly random time. Whilst you know that your chances of winning are increasing, you don’t know when that win will happen. In gambling, this is often where the addiction lies – that element of chance, with the knowledge you have to win eventually!
Or people realize the game is rigged and you will need to sit there for hours blowing your money for no reason and you won't gamble. This is EXACTLY what we are seeing.
The same applies to employment.
Now here is how I see it. How things have gone wrong. The graph isn't entirely accurate and I'm not entirely sure how to portray it but you'll get the gist of what I'm trying to say.
CONCLUSION - Using feedback loops and shorter defined goals and checkpoints, we can help keep people far more engaged than just expecting them to repeat an action over and over again with no feedback or visible chance of a “win” at all.
I didn't want to put everything in. But this is a good start of a discussion.
My main points are this
Making something challenging does not mean making it tedious to obtain.
Example: Making 29 trips to get someone enough brandy is not challenging. It is tedious.
Qualifying for Engineer upgrades is not challenging. It is a job.
Advancing your naval ranking is not difficult, its tedious.
Doing missions in some cases are difficult and in many cases too difficult because of interdictions and AI cheating etc.
http://www.gamified.uk/2013/03/25/feedback-loops-gamification-and-employee-motivation/
To anyone involved in game design, feedback loops will be a well known concept. To those in gamification, they are often talked about, but not everyone will know what they actually are and how they can be used.
Feedback loops come in two main flavors; positive feedback loops and negative feedback loops.
Feedback loops are like this:

A positive feedback loop amplifies something, whereas a negative feedback loop will reduce something.

So, we have negative feedback loops as well. Whilst the player may be getting stronger and stronger, what if as their boosts multiply, their ability to find health packs or more powerful weapons was reduced, leaving more pickups for the less skilled players – giving them a slightly better chance of winning. This kind of balancing effect would help to keep them engaged with the game, rather than just quitting! It may seem unfair to the more skilled player, but you would not want them getting bored either!

Ideally you want to keep a balance of positive feedback loops going to keep gamers in the sweet spot.

This is how it should work

This is how it actually is

Now actually insert the random element into the game. The Engineers. This is what happened.
Take a Slot machine in a casino. Put money in, pull the lever, stand a chance of getting money out. Ignoring the random nature of the payout for a moment, most people are of the opinion that the more money there is in a slot machine, the more chance there is that it will pay out. So, here you have your positive feedback loop.
However, there is a random element here as well, the win comes at a seemingly random time. Whilst you know that your chances of winning are increasing, you don’t know when that win will happen. In gambling, this is often where the addiction lies – that element of chance, with the knowledge you have to win eventually!
Or people realize the game is rigged and you will need to sit there for hours blowing your money for no reason and you won't gamble. This is EXACTLY what we are seeing.

The same applies to employment.

Now here is how I see it. How things have gone wrong. The graph isn't entirely accurate and I'm not entirely sure how to portray it but you'll get the gist of what I'm trying to say.

CONCLUSION - Using feedback loops and shorter defined goals and checkpoints, we can help keep people far more engaged than just expecting them to repeat an action over and over again with no feedback or visible chance of a “win” at all.
I didn't want to put everything in. But this is a good start of a discussion.
My main points are this
Making something challenging does not mean making it tedious to obtain.
Example: Making 29 trips to get someone enough brandy is not challenging. It is tedious.
Qualifying for Engineer upgrades is not challenging. It is a job.
Advancing your naval ranking is not difficult, its tedious.
Doing missions in some cases are difficult and in many cases too difficult because of interdictions and AI cheating etc.

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