| Day 3
part 2 Game
of life
After an hour or so of
riding, I stop at the highest point of
the parkway. I pull in at the lookout and
take the mandatory picture next to the
sign.
There's not a soul around.
Not a sound, other than the soothing,
whispering wind and rustling leaves.
Munch, drink, take-in,
reflect.
As I stand at the highest
point of the BRP and look out over the
valley, I'm again reminded that the
greatest experiences in life require us
to physically move ourselves to where the
experience lives. For example, my being
on the BRP this morning.
So far, everything we
experience results from direct physical
experience. We need to displace atoms ie
move our bodies from one location to
another. Our senses first experience and
then translate this to information. At
this point, we experience.
However, if you go to
Yellowstone National Park in mid July,
you will be among many thousands of
people. The park will be clogged with
traffic, hot dog vendors, blaring music,
etc. It then becomes a different beast
altogether. You will no longer be able to
enjoy the solitude and serenity of
Yellowstone.
I wonder if one day we
will be able to move information instead
of atoms. The corollary here is taking
out a library book. To gain access to the
information in the book (to experience
it), a person must physically go to the
library and access it or take it out.
Once a person takes out that book it is
not available for anyone else. This is an
atom-based system. The law of scarcity.
With the digital age, a
person can download the book,
transferring bits of information instead
of moving atoms. This is an
information-based system or digital-based
system. Countless people can download the
same book. The law of abundance. Hmm. . .
Further along this
thought, I sometimes wonder if one day
technology will enable us to experience
events at an other-than- physical level.
The movie Total Recall was interesting in
its presentation of that concept. You pay
for a virtual adventure, load the
appropriate software, and go off on and
enjoy.
With sufficiently advanced
technology, you could dream your
adventure in another time dimension. You
could, for example, live out a five year
adventure and come back to discover that
you've only been gone 5 minutes. The
movie What Dreams May Come (Robbin
Williams) also touched upon this. And, of
course, The Matrix was another movie that
challenged our concepts of possible
virtual realities.
In this case, you could
visit Yellowstone in mid-July in total
isolation and tranquility, if this were
your choice.
So what if we were to
invent a game the object of which was to
experience fully -- to re-connect us with
more intense experience.
You could choose any
adventure you wanted, any lifestyle. Live
it fully and with full realism
(indistinguishable from reality), in your
mind, and then come back to discover that
you've only been gone several minutes.
And of course, it would be free. What
kind of adventures would you choose?
In an eight hour day, you
could live twenty lifetimes and be back
in time for supper. Imagine what you
could experience during a two week
vacation!
I'm sure some would
initially choose easy, posh lives, living
on the French Riviera, enjoying debonair
lifestyles of the rich and famous. But
after two-three hundred lifetimes of
this, it might get boring. Some would no
doubt progressively choose more demanding
adventures where challenges, hardships,
and adversity might be part of the game.
Remember, the object is to experience
more intensely.
For full realism and
effect, there would be no way to tell
that this was a simulation once you were
in it. But no matter how much adversity
you chose, you would come back
post-adventure to see that all was well.
You would realize, "hey that was
cool". "I want to try
more!"
My hunch is that in order
to experience ever more intensely, some
would eventually dial in the adversity in
its many forms.
If this were possible,
what types of adventures would we indulge
in?
Of course, everyone would
know that the character/identity we chose
for the adventure would not be our real
selves. There would be no status
involved, no ego. It would be just like a
suit of clothes that we put on to play a
role. All roles would be equally good. We
would always return to our real
identities after the adventure.
Given this, no one would
feel threatened in trying out roles that
might be more marginal. Hence, some might
actually be curious to know what it would
be like to live in underdeveloped
countries and try that once or twice. Or
experience what it would be like to live
as a gangster in the underworld.
Eventually, some memory
leakage might occur. Someone having
played this game several hundred times
might retain some sensitivity or insight
during the game. Hence, this more
experienced or wiser player would tend to
perceive everything in the game with a
certain detachment.
Knowing that all was in
fact well, this player would feel less
compelled to judge or to defend points of
view. Little would profoundly disturb
him/her. Of course, in this setting, the
danger would be to become overly
pre-occupied with understanding the
meaning of the game while in it. The
point being to experience the game, not
understand it. Hmmm. . .
Some might eventually be
intrigued to experience what it would be
like to be a lion on the Savannah. They
would deal with the constant struggle of
living day to day, of needing to hunt for
subsistence (lions cannot store food in
freezers, hence daily hunts). This
introduces the element of uncertainty.
Initially, many would
choose the powerful predators. That's ok.
Nothing wrong with that. But after
countless iterations as lions or tigers,
some might possibly be curious as to what
it might be like to live as prey: An
impala, a zebra, or a gazelle.
Curious to play out the
drama of life in all its splendor, the
intensity of being on constant alert, of
actually running for your life and
experiencing that charge of adrenaline.
That must be quite a high!
Later still, some might
become curious of experiencing what the
insect world might be like. A whole
universe to discover. Keep in mind this
is all virtual reality. Not for real. Not
your real identity. The role you would
choose would not be the real you. Just a
role.
Of course this game would
have levels (don't all video games?). It
would also be multi-threaded and
multi-sharing. We could participate in
adventures with fellow friends or other
groups, as long as we chose adventures
that were compatible with the general
theme being played out.
The ultimate level would
involve beginning an adventure at its
inception ie the birth of a world. The
object would be to participate, along
with others, in the development of the
life forms in this virtual world.
Successive iterations would span
thousands of years in the game but only
days or weeks in real life.
To ensure that
participants committed fully to the
adventure, each would be given (as part
of the software) a strong instinct of
survival or attachment to his/her chosen
role. So that once in the game, no
participant would want to just leave.
As the game evolved, we
could add certain features. For example,
if we wanted to learn or master certain
experiences, the software could be
programmed to keep presenting us with
these experiences (or lessons) until we
mastered them.
In normal video games when
you fail at a test or challenge along a
progression, you start over from the
beginning. Here, the lesson to be
mastered would just keep popping up in
your adventure until you mastered it. And
of course, in each iteration we would
have selected adventure parameters
beforehand. (The movie Groundhog Day is a
gem in this regard).
So then, what would we
tell someone who in our adventure tried
to change us, to get us back on what they
considered the better track? Or who tried
to change the outcome of certain events
(not their own)?
Why. . .not to meddle, of
course!
And just what would we
call such game?
Why. . .The game of life,
of course!
Bruno
Montreal, Canada
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