I think I'm slightly masochistic because I like delayed gratification.
The prime example I can think of is Dark Souls and Bloodborne. Those game were made to be incredibly punishing if you don't learn how to observe elements in the game. Learning the level layout, learning enemy placement, learning enemy attack patterns and tells, and learning how to fight with your weapons can be pretty overwhelming for new players. But the feeling of narrowly beating that boss that has been kicking you ass for the past few hours with 5 HP left and 0 healing items is extremely satisfy to me. It feels great being able to climb over that mountain and come out at the peak. Then the more and more you climb, the easier it gets and it allows you to learn different methods of climbing or using different equipment.
It's great.
The Persona also does this pretty well (I think?). For example, every enemy has weaknesses. You can change out your party members or your own loadout to deal massive damage. When you hit an enemy's weakness, you inflict "down" status on them. This gives you an extra turn to attack as long as you keep hitting standing enemies with their weaknesses. If you hit an enemy twice with their weakness they become "dizzy" which prevents them from attack their next turn.
So this is how delayed gratification works in Persona, in the beginning on the game, you and your teammates all have limited moves. You and the enemies are pretty much on the same level. They inflict just as much damage to you as you to them. So it can things can go south pretty quickly if you don't play smart. You can learn more moves as you level up. So first you get a single target elemental spell, then an all target elemental spell. Once you have the ability to exploit the enemy weaknesses, you can down them all and then go for an all-out-attack. this allows you to deal massive damage with the combine strength of your party. Then you fight enemies that have mixed weaknesses, so you can't just use the all target spell because bad things can happen. You have to keep switching up your tactics and man it feels great once you get the ball rolling. Once everything clicks, delayed gratification becomes instant.
Life sims like Animal Crossing, Stardew Valley, and Harvest Moon are also great games with delayed gratification. These game are mostly just about doing mundane things and working towards your own goals. In Animal Crossing, the main game goal is to pay off your loans and get a house as big or as cozy as you want. But you can also make your own goals too, like making a perfect town, donating everything to the museum, or just making friends with your little animal buddies. Stardew Valley and Harvet Moon also have pretty similar main game goals too. You have to run a successful farm, but how you do it can vary. You can just plant crops, just have an orchid, just be a rancher, or do all three. But you can also get married and have a kid or improve your town. The satisfaction comes from working bit by bit and eventually reaching your goal.
Though delayed gratification can be annoying if your game doesn't offer a lot of interaction. I can't stand a lot of mobile games that have a lot of waiting mechanics. This can be stuff like waiting for 5 real time hours for your dumb virtual plant to grow or waiting 30 minutes for your hearts to replenish so you can play a level.