Saturday, June 23, 2007

Trying to Cry

I want to create a work where people feel that their intuition is the best force to interact with. So much of interactive works are focused on using logic, on using skill and deduction. I want to create a work that facilitates people using their intuition and also responds well to intuition. Usually, writers think about all of the different things that readers THINK whilst reading or experiencing a work. What character action would they expect now? What plot point would surprise them based on what they expect? Alot of this is deductive. I really think that a work that is based on an intuitive mode of experience would change the writing of it. It would change what I would write, how I would write it. What expectations would I have about the reader? How could I facilitate intuition? The facilitation of intuition would need two factors: 1) content that inspires an intuitive response; 2) content that acknowledges the intuitive response (thus giving feedback to the reader that their intuition is indeed the mode you need to understand this peice. That means that I should reduce the other possible modes of intuition. I don't want it to be overt though. I don't want an interactive piece called 'Intuition' with a prologue that explains all. I really want the reader (OK: interactor or whatever bloody name you need to get my meaning) to stumble on this idea. Just like real life I guess. That they find it is a mode of working with life that actually works. It isn't taught. It isn't nurtured either. It is something that people just do by accident or do when modelling some ideal spiritual process I guess. People use their intuition because they think it is being pyschic. Ah, but this is an interesting point. What is intuition? I have often said, to myself (can you tell I talk to myself alot?), that intuition is one part logic and one part tapping into our memory of the future. I don't see time, as the future, as something that is too happen, but as something that always is. We just need to tap into our memory of it. I do that (or at least that is what I think I'm doing) quite often. I suddenly get the thought to put a paper-clip in my bag before I go out. I honour it, because my intuitions are usually on the ball, and then suddenly it is needed. I see such situations as me reminding myself of things I will need. Perhaps my life is always a repeat of what I've done before. BIG PAUSE -- THIS FEELS VERY IMPORTANT TO ME. SAVE.

BACK. Can't be just a groundhog day thing. But that may be a good setting for the intuitive work. What if the player had to relive a situation over and over again until they...hang on...this is sounding like Facade. How can I facilitate intuition? Sure, I can give them choices of things to do...but I need to do it in a way that gets them accessing their intuitive not deductive side. but alot of choice in works is about chance and play too. Maybe this is what 'play' is all about? Just letting yourself go with whatever. But i'm not talking about the play state (what of know of it). I'm talking about a state where you really know that this is intuition. Hey, I've been having trouble (?) learning how to distinguish between what is paranoia and what is intuition. It is easy to think 'you should take a umbrella' even when it is sunny. So, I've been retraining myself to distinguish between what is just a default warning about anything and what is actually intuition. It is not easy. How do you test it anyway? Am I really talking about creating a game, a work, that is a training session for learning intuition? How can I trigger intuition if people don't know what it is or use it at all already?

OK -- searching the Net for any experiments that test intuition --

Just doing some reading about tests. I'm thinking that using your intuition is the game mechanic. It is the game rule that the player has to figure out. Interesting.

Also, it seems the flow on effect would be players feeling more confident. Self-empowered. Trusting of themselves. Hmmm. I don't want this to be some cheesy feel good game. Hey, but if the design is complex, it doesn't matter. It is just cheap and insubstantial feel good stuff I'm averse too. Yes.

Just read an interesting article that talks about input and output. So, it seems I could create visual scenarios where a person thinks they see something but are not quite sure and they have to use their intuition to go ahead. See all of these things:

A. Input
• Quick eyes and seeing through things—like spotting danger in an
eye-blink and seeing hazard through fog.
• Finding things fast—like finding
a familiar face in a group photo.
• Seeing the big picture—by looking at its
fragments.
• Estimating time, dimensions, or weight—without the use of tools
or machines.
• Knowing what you never realized that you know—like
understanding words from a foreign language.
• Passive imagination—measured
by the number and frequency of images
coming to mind.
B. Output

Foresight—anticipation of an event.
• Hindsight—understanding the cause of
something without having all the details.
• Having a hunch—the initial and
likely answer to a problem.
• Knowing the best way to reach a solution.
• Knowing the best application of a discovery.
• Knowing the best time
to intervene—in the stock market, for example.
• Knowing the meaning of
things—like the significance of a symbol.
• Having an active
imagination—images readily come to mind when stimulated by objects or a picture.
• Having skill at sorting—what does and does not go together.

I'm tired now. Logging off.

Yes, hello world

I've got to write. I'm sick of helping everyone else write and helping everyone else learn this and do that and market this and earn that. Buggers. Everyone wants to learn but no-one wants to master. You all make me sick. Fuckin' wankers. Fuckin' idiots. The people with talent spend their life helping the people without it. I don't get it. Why? I'm sick of helping you guys grow. Time for me to grow. Time for me to learn. Time for me to master. You fuckers.