The primary objective of the perceptible world is to attract and hold the attention of inhabitants (i.e. to captivate its audience). It will do this even at the expense of personal comfort (i.e. expect to be thrilled more than soothed). As part of this, “surprise” is an inherent aspect of the narrative. Outcomes are purposefully uncertain in order to maximize an attention-grabbing effect (i.e. intermittent reward).
Life isn’t random, the path is tuned to the traits of the character. Additionally, the tone of the narrative is directly affected by the character’s focus and attitude. The prevailing theme of one’s life tends to adhere to wherever the attention is focused and the particular attitude that’s maintained. For example, a lighthearted outlook tends to encourage sitcom-style situations whereas a dour outlook tends to evoke sad or dramatic circumstances.
If an inhabitant doesn’t specifically select a topic through focus, life will select something stimulating. This automatic process can lead to undesirable circumstances. Therefore, it’s advisable to intentionally select a topic of interest to focus on, and to deliberately maintain a positive attitude. Letting the mind wander to “wherever” will tend to increase the intensity of one’s experience while decreasing contentment.
Achievement and attainment of physical-world objects and objectives represents a one-time finish-line, not an end to dissatisfaction itself. Winning one game simply leads to another, and so on. When participating in a game, winning a prize feels crucial, but this sensation quickly fades upon the game’s conclusion. Do participate in games believed to achieve a desired result – but appreciate the activity itself as an amusing way to spend time, and realize outcomes are uncertain by design and essentially unimportant.