Levels of Separation

Under the right state of mind, or way of looking and thinking about things, sometimes I find it difficult to enjoy certain games. A number of diverting past-times are particularly well designed, capable of creating an immersive experience that, even if just for a brief moment, leave the one experiencing them unable to differentiate between their obvious fictional basis and their potential real world basis.

Case in point (and this is going back a little while now), but when Halo 4 was first released, I did a marathon run through. It took me awhile ’cause I like deliberating, taking my time, checking over everything, and basically just wasting time. No big deal, usually, except that this was one of the first video game titles that I played from beginning to end while high.

For the record, I enjoy a little weed from time to time. Mind you, I’m a ridiculously easy bake, and I can easily make $10 worth last me an entire month. I know tonnes of people who can’t even make that much last them half a day. So.

I don’t need much, and since I use so little, I develop almost no tolerance over time whatsoever. This helps keep it affordable. Usually, when I’m out, I’m out and it’s no big deal. Life goes on. I manage. However, I enjoy having some on hand for specific uses. I find that it really does help lubricate the cognitive machinery, and allows me to think of things with greater depth, or from unusual angles, or whatever. I’m not really sure what exactly it does do, but the TL;DR version is that it really helps me out in the creativity department.

We’ve all heard that before one time or another.

As much as I know from first hand experience the truth of that, there are instances of pot use which have other, unintended effects, such as while gaming. It helps me achieve a heightened degree of focus. Textures seem more vivid. Progression seems slower, allowing me time to take more details in as I go along. Events that happen in game seem more believable. Encounters with enemies seem much less like targets presenting themselves on a screen (to which I respond by pushing buttons in order to dispatch) and more like legitimate contact with some sort of supposedly hostile alien life form.

And of course they’re hostile! Don’t you seeing them firing at you? A voice of reason in my head might insist, if there were voices in my head. Testing that hypothesis is silly. I’ve played countless FPS titles before, not the least of which were prior titles in the same bloody Halo series. I know when the game is presenting me enemies and when it is presenting me with friendlies (or, more rarely neutrals).

As a gamer, my instincts are automatic. There is absolutely no moral imperative to question what it is that I do in the name of fun. If ever I found myself in doubt, all I would have to do is fail to return fire in response to being fired upon. The character that I play, the iconic Master Chief, drops in defeat. Dead. I restart from a previous check point, losing progress made.

Sounds awful! How dare those moving polygonal meshes execute scripts which generate coded beams of colour which just so happen to inconvenience my ability to get from various, vaguely similar A-to-B points in a rapid fashion! THEY MUST ALL BE DESTROYED!!!

And, because I’m just a gamer playing a completely fictional character in a completely fictional, computer-generated universe, pitted again completely non-sentient, computer-controlled AI, why on Earth shouldn’t I just enjoy the strongly implied acts of violence I’m evidently encouraged to carry out?

You see how describing it with alternative language sheds a different light on what a gaming experience can sometimes feel like? At almost no time do I ever question my actions playing First Person Shooters while not baked (I’d say ‘sober’, but it seems that alcohol only emphasizes the ‘okay-ness’ of simulated violence, so…). However, while baked, I find myself questioning everything.

The fact of the matter is that I have almost no understanding of what I’m really doing. I believe there are companies which hire artists (something I want to be!), programmers, designers, creative directors, and tonnes and tonnes more besides who spend ridiculous hours and funding to put a game together for the eventual enjoyment of gamers.

I don’t write code. I wouldn’t be able to interpret a block of C++ to save my life. And with the rate that technology is advancing (careening steadily closer and closer to Turing-approved AI), how do I know that I’m not actually playing a role in the deliberate destruction of a variety of under-credited artificial life forms, hmm? It wouldn’t be a stretch to attribute the tag ‘alien’ to such life forms, would it?

That’ll be a blog for another day.

For now, the point is to provide a basic commentary on what makes a game a game. If a game turned out to be a real and truly violent activity on some poorly-understood (likely informational) level, then I, among countless other well meaning gamers, would be guilty of cold-coded murder on multiple counts. If, however, a game is just a game, well then… Have fun! As for me, the lesson I think I’ve learned is to really limit how often I play games baked in order to still be able to enjoy them as they were intended to be. Otherwise, the layers of separation feel like they become stripped away, the experience becomes uncomfortably raw, and the immersion at times feels all too real.

Nothing To Do With Thermal Lensing

I have an idea, but it’s hard to explain. It’s about heat and life and stuff.

And, after a few days of being stagnant in the keeping-up-with-blogging department, I feel as though that is precisely what I should ramble about today: my difficulty explaining things.

The idea that I had been struggling with trying to share has lead to a deeper vice of mine, and that is that I struggle with describing things that are of a somewhat unfamiliar nature, period. If it were up to me to describe what snow looked and felt like to members of an uncontacted tribe in the Amazon in order to not be cooked alive (for whatever reason), I’d be screwed. Doesn’t matter how well acquainted am with the concept, it’s others whom I must enlighten.

So, when I want to write a book that’s intended to be chock full of interesting, weird, abstract concepts, and each of those concepts reinforce other strange ones, I am forced to go at it from a developmental approach: Start with the basics, establish a foundation, then build up.

The reason I find this difficult is because I want the reader to be plunged right in. I want to throw a reasonably diverse mixture of both familiar and unfamiliar ideas at them from the outset, so that way, there’d be things they can latch on to, and there’d be things they’re left wondering about.

From there, I fully intend on developing those unfamiliar threads in such a way that they gradually evolve in the reader’s mind, like a jigsaw puzzle slowly coming together, until they eventually become something they find intimately familiar. And/or, in the weaving of other concepts and threads, I will put a foundation together in such a way that all of the unfamiliar bits (which, to be fair, I would only mete out a reasonably little at a time) become instantly clear all at once, as though the reader were given the cipher for a crucial code they’ve been unable to solve for a long time.

So, my idea involving heat and life and stuff could be an unknown concept that instantly pops when the right information comes along, or one that slowly evolves over time, or, more likely, one that’s best left alone until the right fundamental principles that the universe of the story happens to abide by are first established. But therein lies another difficulty: it seems to me almost that all of the story’s universe’s fundamental principles are, themselves, unfamiliar and abstract.

So.

What does my story, Elyen, have in common with anything a human from Earth alive shortly after the turn of the 21st century might find familiar?

– The main characters are usually humanoid, so there’s often strong physical resemblance
– There are, more often than not, weather events that are similar to what we might expect here on earth
– Though the grander setting is nothing at all like Earth, from the perspective of a given humanoid character on the ground, the existence of mountains, bodies of water, forests, plains, desserts, etc., are all Earth-like enough for most readers to connect with
– Fantastic technologies exist which should be explainable in a way that fans of Sci-fi would have little difficulty appreciating
– Various forms of magic exist that fans of Fantasy will have little trouble understanding

I’m sure there’s more, but that’s just a cursory list for now. Here’s a list of some of the concepts I’m toying with which, I believe, are less common and therefore much trickier (but not impossible) to explain:

– “The Singularity” is the name of a type of major event that happens at various points throughout the history of the people of the story (yes, as in, there’s been more than one such event in Drendain history)
– Drendast is the name of the planet most of the events of the story takes place on. Drendast is a mega Aether-world, so large that it has multiple stars the size of Earth’s sun revolving around it, and not the other way around
– Most of the characters and beings on Drendast are photovores, naturally evolved [or, in some cases, genetically engineered] to subsist solely on the nearly perpetual light from the planet’s suns
– Physics on an Aether-world like Drendast are conveniently exotic. ‘Anomalies’, such as tri-pole magnetism, are taken for granted here
– The overarching philosophy behind the story incorporates, among other things, an offshoot of Taoism, which, if I understand anything at all about, only proves to me that I understand nothing at all
– Drendast happens to serve as a kind of ‘hub’ within it’s local multiverse, bridging connections via Conduits (think wormholes and you’ve basically got it) between universes both near and far.

And there’s loads and loads more concepts besides that.

The point is that I don’t always know where to start when it comes time to describe something. When I want to talk about a race of beings based on heat (rather than, say, carbon), I soon find myself struggling to explain their environment and behaviour, both of which involve (from the what I assume is a typical human perspective) altered states of reality, vaguely spiritual themes, Immersion (another very key concept I’m aiming to expound upon in the near future), and so on and so forth. Not easy.

Suddenly, explaining just one thing (what this race of heat-based beings are all about) is no longer just one thing, but many things, each of which are equally tricky.

I’m long winded. I’m still new to this whole blogging thing, and I don’t think I’ve quite figured out the most appropriate and tasteful format for presenting ideas, especially in terms of length, so, my biggest concern is not going on and on forever. To this end, I think I’m gonna start explaining concepts in parts. Starting after this blog, if I want to share a complex idea, expect to see it presented in chunks.

Or maybe I can do up a sort of wiki reference page, since I’m almost certain to reference earlier blog entries when presenting new ones related to Elyen. Something for me to look into. Anyways, that’d be all for now.