You suggested that I inflicted myself with a bad analogy. I believe that you have done the same in your use of the phrase "delayed gratification". This is a notion used primarly to explain various economic and work practices that are characteristic of a modern economy. Saving (and hence, to an extent) suffering now so as to be able to afford something nice in X years time is the classic example.
There is nothing analogous to delayed gratification in listening to music with the sorts of contrasts you've described in your post. Rather, there is a type of contrast in experiences which makes the pleasure derived from one all the more powerful because of its relationship to the other. But the whole experience is still a pleasurable one. It's not as if listening to the interlude is suffering, or even an absence of pleasure.
I reject your contrast as a post-modernist construction which suggests that anything good for us, must somehow be bad. I reject the notion that profitable work is suffering. I reject the notion that study and scholarship are suffering. I reject the notion that exercise and training are suffering. Certainly, these things don't offer the same experience of gratification that the work leads up to, and certainly they all bear with them a certain measure of challenge and difficulty, but I present that they are gratifying, satisfying and even pleasurable things in and of themselves. And therefore, I insist that they are perfectly comparable with what I've been talking about. I refuse to accept the notion that anything hard must perforce be suffering, which is the assumption of your claim and the heart and soul of the whole matter.
As my posts in this thread have shown, I think that there is an explanation for the features of modern RPG design (and especially D&D 4e) that you are interested in, which does not appeal to the ego-gamer/delayed gratification notion. It is about the sort of experience that the game delivers to the participant. In talking about the ego-gamer you are correct to focus on the issue of taking pleasure in playing, but you are (in my opinion) looking at it in the wrong way.
The issue is not about wanting to shorten the reward cycle. It's about differences in what counts as rewarding (eg tactical vs operational concerns - OB/DB split vs iron rations). It's about different relationships to the PC as a vehicle for interacting with the gameworld. You haven't responded to my points about the obvious influence of indie design on 4e, but I think these are pretty crucial, because they suggest a strong alternative interpretation to the ego-gamer one that you have offered.
I haven't responded to your points about the obvious influence of indie design on 4e, because I believe that there is no obvious influence of indie design on 4e and indeed I think it is pretty clear that 4e is wildly different in assumptions, goals, mechanics and techniques from an archetypal 'indie' game like 'Dogs in the Vineyard'. The whole notion that 4e is some sort of 'indie' game is laughable on the face of it and I don't understand why you keep trying to push such a tenuous connection.
Salient features of 'Indie' games and the larger ilk of narrativist/story centered games include things like:
1) Combat occupies no special or exalted place in the rules either as a means of resolving challenges or a elevated and special skill. In fact, physical combat may not be supported directly by the rules at all.
2) Very broad and unconstrained character creation. Players have wide latitude to define the attributes of their character and the meaning of those attributes will have in the game.
3) Fortune in the End
4) 'Alternative' fortune mechanics (other than traditional polyhedrals)
5) Either no defined setting at all beyond the nature of the characters created, or very titlely focused settings, especially wierd, provocative, or humorous settings (again defined by the sort of characters created).
6) Collaborative narration, often with concrete resources distributed to players and gamemasters alike that allow for direct narrative control, or rotating GMs.
7) Mechanical definitions and support of relationships between the character and other characters. Heavy support for resolving social drama, often to the point of having more support for resolving social combat than they have for resolving combat (or resolving them with essentially identical mechanics, see #1)
By contrast, 4e is a traditional squad based tactical fantasy RPG with heavy support for combat, tightly controlled and relatively inflexible character creation, a completely traditional GM, and otherwise completely traditional mechanics. In some ways, 4e D&D is the most 'D&Dish' version of the game ever.
Moreover, if you start looking at Indie games you'll see lots and lots of support for the sterotypical 'roleplayer' who thinks that its more mature to play characters with lots of flaws and internal conflicts and who wants to roleplay out buying a basket of apples or chatting with the neighbor as they wash their clothes in the appartment buildings basement and other low drama story centered things. What you won't find is the traditional ego fulfillment paraphenalia - loot, experience points, repetitive tactical combat, etc. By contrast, 4e is the game that has so defined down what it means to have flaws, that races no longer carry penalties to attributes and you are allowed to effectively substitute intelligence for dexterity to allow for combat optimization. I mean seriously, you think 4e has heavy Indie game influence? To complete the sterotype, you think 4e is the game that edgy, artsy, FORGE reading, flower children flocked to after the virtual demise of the WoD LARP scene? (I should note that while sterotyping here, I'm not denigrating either style of gaming as inferior nor am I suggesting my sterotype is inclusive of everyone that enjoys 'Indie' games.) Look, I know that before 4e came out, alot of people believed it would look like Donjon (especially when they heard about 'skill challenges') but I just don't see the resemblence. I don't think you could have made a less 'indie' game if you tried.
As for Ron Edwards essay, I don't want to comment on it, because my criticisms of it would probably unfortunately echo what alot of people have been saying about me. I don't see how you can quote that tripe with a straight face while simultaneously blasting me for being derogatory. I mean seriously, what's with that guy and who took a leak in his cheerios?