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illumination through games

 
 
Mr. Whisper
15:01 / 12.10.01
just an idea that i'd like some info on-would it be possible for a computer game to affect the gamer in such a way as to change their bio-circuit imprints(from the 8 circuit model of conciousness from RAW). the game could act as an initiatory agent for the individual. what do you think? and how could it be done? (a surrealist game transfered to the computer?)
 
 
TrapSpringer
19:31 / 12.10.01
Entirely possible, and what you've suggested is only the tip of the proverbial iceberg. Such a design would necessarily need to combine elements of both accepted and fringe scientific, psychological and magical aspects. I've got pages and pages of notes, and countless hours meditiating on this very topic, but lack the development skills to bring any of it into fruition, yet.
As far as I can tell, one would need the best of the 3-D and VR gaming engines, to create, forgive me, "virtual temples" through which the user would travel, explore, create. The user would manipulate himself through this world using voice recognition, EKG, EEG, and galvanic skin response (all of which are becoming increasingly inexpensive and available to the public). The world would react to the user based on data acquired from said inputs. Using sacred geometry, mandalas, etc., and then binaural frequencies and brainwave entrainment, one could create scenes that would both visually and auditorally (sp?) induce different states of consciousness. Rig this sucker up to a network, and now you've got a very shareable experience. Give someone a postion similar to a dungeon-master from D&D, and the world becomes much more interactive. Design the "temples" around real-life environments, the possiblitites are fairly limitless. The tools and technologies to create such a system are already being developed, but they need to be synthesized together. So, Mr. Whisper, I'm working on it, but I don't know if I'll be able to release it before 2012, without some help.
 
 
The Sinister Haiku Bureau
21:15 / 12.10.01
One way of doing this, at least,has been done, to some degree, and is described here: http://www.disinfo.com/pages/article/id593/pg1/
it's kinda interesting that, to avoid coding-based hassles, this guy just used Quake.
I'm tempted to say, taking the completely opposite approach to TrapSpringer that a text adventure approach might actually work better, partly due to the possibility of encouraging the player to use his imagination, and all the magickal/neurolinguistic implications that has, and, of course, the fact that it would be far far easier to code.
Slightly OT, but does anybody know anything about the software Tim Leary wrote? does that do anything similar?
Also, thinking WAAAAAY further down the line, any coders etc around here? who would be interested in such a project? I for one, would be willing to collaborate on such a project, should you two be willing to do so...
 
 
Mr. Whisper
10:12 / 13.10.01
thanks for replying. i've been thinking about this for awhile and i definitely do not have the technical abilities to make it happen(yet). the text idea might work on key 23-and i haven't heard of leary's software but i'd love to learn more. the kind of game i was thinking of was basically your run of the mill 3-d shooter as utilized for illumination. without all of the new high tech gear(although its pretty fucking cool) i think you could still make a user "think diferent." the gamer could start out thinking they're playing a regular shoot em up, going through the levels when starnge things start to happen. like there are technical glitches that make the game appear all fuzzy or green or something. or at some point the game could change completely into one where you are god but by thetime you realize you're god(in the game) the game changes you back to the regular game. maybe modeling the gameon the invisibles comic would work. a game that could make the user gestalt and make new biocircuit imprints. i'm giong to reread prometheus rising and try to get some specifics down. as for right now, the quake engine sounds good. making mods looks learnable.
 
 
BobGod
15:48 / 13.10.01
like lawnmover man or whats that book called...err, its by tad whatshisname..williams! Otherland.
I guess it all depends on the level of realism you can archieve in a game. if you have an completely realistic Vr environment, there.s prpbablt quite a few things you could do to a brain.
 
 
Mr. Whisper
07:31 / 14.10.01
i dont think total realism is a possibility. but i still think total immersion can be accomplished. what would need to do is take advantage of the fact that when playing an interactive game the gamer usually has all attetion focused on the game. its like how cartoons keep kids hypnotized to the tv so computer and console games keep gamers glued to the game. and then some sort of neurolinguistic programming could occur.
 
 
tom-karika nukes it from orbit
07:31 / 14.10.01
But surely it has been accomplished, if only for short periods. I mean, has anyone else overdosed on a game for hours and then gone to sleep dreaming about it?
The trick is to stop them waking up...
 
 
Mr. Whisper
14:20 / 14.10.01
thats what i mean. you're right, how to get them to stop from waking up. or rather, how to use that for our own ends. it would be so easy for some conspiritorial organization (with phenomenal resources)to utilize this for subliminal communication. how can we utilize it to illuminate the gamer.
 
 
Blank Faced Avatar
00:49 / 15.10.01
We're working on a game using the WildTangent 3d game engine in which the environment has a balance, most of the textures are hand drawn sigils & the goblins are real game avatars. The 'Think different' factor is high, and we make every effort to include a valid philosophy in the game world - it's a bit of an anarchist utopia with chaos magic.

Another project is a multiplayer web meeting space for practising being psychic, this is conventional technology ( eg. a web browser used to play zener card games ) but it encourages people to think magically. Will release this to Barbelith for Alpha testing asap.

Some code skills, other interesting projects considered.
 
 
Wombat
10:03 / 15.10.01
Once wrote a 4d maze game. 3d space shown as vector graphics, in/out shown as colours. It had a high think different factor. Probably binned along with my old hdd.

What kind of thing are you trying to achieve?
Introduction to magick, broadening of reallity tunnels, total mindfuck?
 
 
TrapSpringer
15:44 / 15.10.01
I think that this would necessarily be an evolving system. Total immersion would be difficult to start off with, due to programming/hardware/cost limitations, but is a goal to be worked for. Begin with a text-based interface, like an electronic choose-your-own-adventure, with image and sound support, with a standard keyboard interface. As we learn what works and gain more resources, adopt a 3-D shooter interface, introduce the mouse, make it multi-user. A graphic interface would defintiely lead to higher immersion, and allow us to utilize methods like mandalas, sigilization, NLP and subliminals through the course. I still believe that making the controls more intuitive, we close the feedback loop a little more, (voice recognition, travel throughout the game controlled through galvanic skin response, etc) greatly facilitate deeper immersion, or rather support staying immersed (less attention diverted looking for correct keystroke, less tactile stimulation from finger to keyboard)
I like Mr. Whisper's idea about the game doing the completely unexpected, "technical glitches" making it appear the game has developed a mind of it's own, and such. I think the general idea is to keep the user on his toes at all times.
Wombat raises a good question, what can we hope to achieve with all this? As an introduction to neophytes on the concepts of magic and reality-reprogramming? Sure. As a meditative tool, allowing one to use light, sound, imagery, NLP, brainwave entrainment, and so forth to experiment with and experience new and different states of consciousness? Yes, and with emerging tech, the computer could be an impartial monitor, keeping an eye on how well you're doing based on brainwave activity, or even be programmed to shift it's activity based on your own state of consciousness. But I think that, in the long run, a system such as this could have very powerful magical/techno-shamanic utilizations. Design a dreamscape of yours and invite your buddies into it to look around. Picture designing an environment representative of a spell or sigilization realized. Jack a few experienced reality-reprogrammers (aka magicians) into the system (mushrooms optional) and charge away. This would allow for several practitioners working at very remote locations to work very closely on one project, and (though this is admittedly on the fringe) if a system like that was rigged up into a psychotronics unit, disperse the energy in a more direct fashion.
The potential for a system such as we are discussing is great, but I think we need to be very careful, messing around with the wiring under the board can be quite risky. I would suggest that, if/when we start assembling the code for this, let's be our own guinea pigs until we're really sure it works.......
 
 
Mr. Whisper
17:14 / 15.10.01
as far as ultimate purpose of such a game i was thinking along the lines of an initiatory experience for the neophyte and also to function as a novel tool for those already "turned on"
 
 
TrapSpringer
12:51 / 17.10.01
I'm just of the opinion that the nature of such a device would be to grow and change and develop very quickly, and it is important to realize as much of the full potential (and more importantly, potential risks) of what it might be in the long run.
 
 
Molly Shortcake
09:50 / 18.10.01
http://www.barbelith.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=9&t=000039

These games already exsist. Find something that resonates with you and let it suck you in. Meditate on it. It's that simple (assuming the game is designed well...) Headphones and big screen TVs help immensly. Sometimes I forget I'm holding a controller...
 
 
Mr. Whisper
13:03 / 19.10.01
to reply to that last post-games like the ones we're discussing here do in fact not exist as of yet but hopefully will soon. on another note i had an idea for game as sigil charger. we've already established that games can suck you in and focus your attention very precisely. because i love 3-d shooters i'll use them as an example. so first, we need an engine that can randomly make up an environment. this may take some tricky programming but i think it can be done. the environment doesn't have to be perfect and probably would work better the more random. also, the goal would be completely random. the more the game resembles a surrealistic dream the better it would work. we could set the duration of the game and the game would start out slow and easy and then get gradually faster and more involved. one way to involve the sigil is to lightly superimpose it over the view screen. at the end of every game the player character(the avatar) would die and the sigil would be charged and forgotten. what do you think?
 
 
netbanshee
17:12 / 22.10.01
...methinks that going for a realistic approach is far too difficult than going for an immersive one...most things I get drawn into as far as games are concerned are abstract and don't follow any sort of rule but their own...like tetris for instance. Would be cool though if an AI engine can variably change its structure in response to user input and understanding...like the Final Fantasy "you" would play is user-customized but can interact with "mine" however it appears on my end...a constant deforming virtual space with a few common lines of foundation.
 
 
Molly Shortcake
22:59 / 23.10.01
Will reply Mr. Wisper, works currently kicking my butt and I don't have access at my new apartment. Want to give it the attention it deserves.
 
 
Mr. Whisper
05:32 / 08.11.01
just had some thoughts. first, i charged a sigil on a computer game the other day and it seemed effective. i transfered my sigil onto a transparancy and taped over the screen while i played perfect dark. i set up a game where it lasted until i had scored 200 times. i set the simulants on easy so there would be the constant stimulus of scoring the entire time.
also, i had the idea of using a story map, as developed by scott mccloud. a story map is a map of symbols conected by dotted lines(four lines radiate from each symbol). the symbols can represent anything really, and you roll dice to see which direction you go on the map-making up a story with the symbols as you go. i haven't tried it yet, but how about using sigils for the symbols on the map. anyway, what do ya think
 
  
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