outline chapter 6

last time – So they reorganized the game, archiving many gigabytes of work and starting over with a different structure. The levels they’d been designing were shoved to one side and cannibalized when needed to design a game of games, tutorial levels that would eventually win a nobel prize (after certain initial, mostly political and moral, objections). They each stuck to their old tasks. Anomia tried to get the artwork right, leaving the layout to Josh (constantly urged by Snake to make it more battle friendly), and the design to Fairy, who wanted way too many tchotchkes for Snake’s taste. Anomia kept reminding Josh of the real meaning of the game, and Snake kept reminding Josh that angels were figments, and the real meaning of the game was market share. Radhu toiled in silence, alone in his room.

 

this time – kurt comes out of his room with 4 tablets and his android phone. he passes them out, extolling the virtues of future products and advances as if he’d incorporated them into his quantum tablet. it’s all theoretical at this point. they are variously impressed in character, but sit and play with them for awhile and discover some of its functionality in conversation.

 

it’s photoshop? well, the gimp, actually, but the functionality is the same. i installed a standard version for linux but it’s a little glitchy. let me know if there are any real problems. i don’t know the software, i’m used to windows, but it has a lot more kick. maybe it’s the system i wrote. what’s it doing? it’s kind of anticipating what i want to do. after a time or two, it lines up the steps as if it’s a macro. hmm. well, play with it and see how far you can go is all i can suggest. i just wrote the operating system, and i didn’t write it to fuck around with other people’s work.

 

tablet: with quantum tablets, the process is more like making a comic book. we all know how to do that, right? the girl’s never made a comic book but everyone else has done it at least once. she tried to make a newspaper at that age, but couldn’t figure out how to make copies. easy. 6 panels a page, as few words as possible, thought bubbles. not really good comparison. like comic book. boy and fairy have worked on comic books; girl wasn’t allowed to read them (mom said stunt intellectual growth).

 

tablet: when kurt shows up with the kernel finished, all the design goes out the window. kurt introduces the quantum tablet, and the team abandons their work to date in favor of its more elegant way of gamebuilding. he introduces the quantum tablets and the level editor and they begin. animation is different with quantum tablet. security footage input and montaged and divided into types for each character choice. can choose gestures and build whole body language feature. redivision of labor, creating clouds, then carnival levels, then antarctica level. they start to work on it using the old divisions (carnival, carneytown, cloud),

 

snake delivers a quantum tablet to the authorities, who are perplexed. snake delivers his immediately, [then goes back to kurt with a story. they break it and hound him for another, so there’s a repeat of lose and replace, with kurt giving it to him in ever sloppier and cheaper forms, like a first generation ipad or even clunkier. a gameboy. a tamagotchi. this gets sprinkled thru the chapter.]

 

tablet: we were such amateurs, designing a game we clearly couldn’t handle, setting ourselves up as miserable losers. the game we set our sights on wasn’t even playable the way we’d designed it. but that was before the kernel changed everything. like surrendering and waiting for the miracle.

 

tablet: comic book jobs: writer, artist, inker, colorist, letterer. how does the quantum tablet affect that? you draw it and then you stand in front of a camera and move, and the avatar looks and acts like you, just like that? for backgrounds you scan in things close, then adjust a few things, and the kernel outputs something close that you can tweak. it’s 3-d photoshop. drag and drop. i call it wishing upon a star. but inker? letterer? okay, they’re not the same. kurt’s built a rendering engine that takes the most basic of input and intuits what you’re trying to build. then you just tweak it. so you design the textures and just have to tag them and the kernel places and adjusts them, and you list the features and they appear. you just need to put them on the computer, and hte kernel does the rest. and updates and builds are automatic and seamless.

 

work: suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink.

 

run into trouble requiring kurt’s fix, make progress, run into another snag and instathaw happens, their efforts result in a flash thaw and refreeze of realworld antarctic ice sheets. then kurt fixes it and they finish making the prototype. realworld antarctica thaws and flash freezes. they trace energy to atlanta, play dumb with superiors. supporters what antiauthoritarian society looks like. detractors (snake)

 

*

 

players can interact at will with other players on every level.  there are no social rules.  the only penalties are karmic consequences.  there are a lot of opportunities to practice quantum skills.  every object requires quantum skills, and they seem repetitive (flying and swimming and navigation are all related) but they all activate the movement chakra.  and the practice, under various pretenses, is the point.  the descriptions of what players can do on each level is a sample based on the two protagonists.  there are unlimited options for player choice and game experience, and these options can be taken up at any point on any level, depending on the player’s score.

 

don’t know where this goes. the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both. bandwidth because of the entanglement that saves downloading every little change to every single user. and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out. then you play it back and find out who won, which depends on both players watching the feedback. preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter.

 

the development of the game is skewed from the beginning because of the kernel.  usually the art pass is made before alpha testing.  but in this case the art is delayed compared to the building of the game, and they have to catch up.

 

the pulses of air by themselves do not constitute any sort of sound, which is obvious because 15-pulse air puffs remain silent no matter how many ears are present.  only when a specific range of pulses are  present is the ear’s neural architecture designed to let human consciousness conjure the noise experience.  in short, an observer, an ear, and a brain are every bit as necessary for the experience of sound as are the air pulses.  the external world and consciousness are correlative.  and a tree that falls in an empty forest creates only silent air pulses – tiny puffs of wind.  when someone dismissively answers ‘of course a tree makes a sound if no one’s nearby,’ they are merely demonstrating their inability to ponder an event nobody attended.  they’re finding it too difficult to take themselves out of the equation.  they somehow continue to imagine themselves present when they are absent.” P20-1

 

it is not solely atoms and proteins that hold the answer to the problem of consciousness.  when we consider the nerve impulses entering the brain, we realize that they are not woven together automatically, any more than the information is inside a computer.  our thoughts and perceptions have an order, not of themselves, but because the mind generates the spatio-temporal relationships involved in every experience.  even taking cognition to the next step by fabricating a sense of meaning to things necessitates the creation of spatio-temporal relationships, the inner and outer forms of our sensuous intuition.” p175

 

move to cre8t – Most game designers tackle the problem of cheaters beginning in the design stage, making cheating expensive for the attackers and cheap for the defenders. Anomia and Fairy would be expecting Snake and Josh to deal with this in their level and NPC designs. But the boys were taking pains to arrange opportunities for rule abuse. A lack of data integrity and security, easy to steal passwords, easily pwned property. They set up avenues of internal misuse, back doors to modify the servers and software and data, codes to change the properties of objects, ways to subvert the NPCs, to gank and hoodwink and rip off newbies. On-purpose bugs.

 

Everything you know about the classical world is wrong. Space and time aren’t smooth and continuous, they mutate, and there’s no such thing as a fixed reference point, and what we consider constant values are different in other parts of the universe. You’re not really touching the table, the electrical fields of your fingers and the table are repelling each other. Things aren’t separate, because quantum entanglement links every particle to every other particle. Spacetime has no meaning at all for entangled particles.
Space and time are byproducts of observation. The observer is responsible for the passage of time and the distance of space, just by noticing them. You create a timeline in your head by habitually noticing things – thinking about them, interpreting them, running inner narrations about them, repeating and memorizing them, using them to symbolize deeper agendas, using them to reinforce patterns of neural firing, programming. Your actions are mostly automatic, nerve-level reactions. Your consciousness sits there alongside the autonomous functioning of the brain, and justifies things, passes judgment, moralizes. All the while your conscious mind is thinking you are in charge of your thoughts and emotions, your motivations and your actions. And this sense of personal free will is a total illusion, because your brain has already decided what your body is going to do and what you’re going to think about it before you consciously know it’s happened. That’s kind of like fate, where you don’t have a choice. I’m not sure I like that. Well, it’s pretty neurotic to think you’ve got a choice when the decision’s already been made. You might as well just go along for the ride.
spacetime is a lower order of being, all that tied up energy is a drag on the system. that’s why the timeless is better than the daily grind. real reality is timeless, this we see around us is the result of thinking, which creates awareness of the passage of time, which requires objects to mark and interact with. time is an interaction, the interaction enables the flow of time, rather than the flow of time making the interaction possible. out here is irrelevant. because it’s all in here. out here is merely a projection. so i’m your projection? k: pause, no, i would be your projection. i’m the observer, but so are you. k: funny, i usually see it as if i’m teh only observer in the cosmic experiment. instead of it all boiling down to being inside my head, it boils down to infinite relative positions, all of them correct, valid, right. (kurt becomes his conjugate wave)

 

*

 

the girl does the art pass, graphical features, creates the npcs and scripts and nodes

 

the girl: they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself. she likes the boy for his warmth and his support, and appreciates the things he does for her. the boy is not as smart or quick as she is, but she’s not the helpless thing he likes to think, and finds some of his attention cloying and restrictive. and this annoys her. because to her this just means they’re slow, and she doesn’t have time to play catch up.  the girl does the art pass, graphical features, creates the npcs and scripts and nodes. the boy and girl test it but there’s nothing to test. they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. creating the game she has very little interest in the carnival level because it’s not quantum. She fiddles with the backgrounds and splash page / map overviews, and spends most of her time scripting the tutorials while fairy and the boys take care of levels 1 and 2. the clouds are just an open area, and she takes over the manifestation process and lessons.

 

the boy builds the block mesh, adds design features, ground rules

 

the boy: the boy builds the block mesh, adds design features, ground rules. the boy and girl test it but there’s nothing to test. they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself.

 

kurt works on the engine. core functionality – renderer, physics engine, sound, scripting, animation, ai, networking, streaming, memory management, threading. is very involved in building the game engine once the kernel is finished and locked, fixing bugs and adding features.

 

kurt: is very involved in creating the levels once the kernel is finished and locked. he’s always stopping dead in his tracks to connect and do something in the game. he works thru his custom-hacked bluetooth and his prototype glove, and if he’s talking to someone else he’ll just trail off and zone out, his hand working madly by his side. he’s very haggard and doesn’t sleep much. when he’s sleeping he’s also programming. his hands twitch like a puppy’s.

 

snake animates the characters and objects. specifies nonstatic parts and links to associated mechanisms.

 

snake begins animating characters before the kernel is finished, claiming to be an expert. not well done, animation is poor. everything is cheap and handmade looking, southpark etc. but animation is where the quantum movement skills are practiced. the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character. ragdoll overdone.

 

snake: kurt explains quantum tablet; snake urges him to get it patented. snake comes on board. suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink. snake animates the characters and objects. specifies nonstatic parts and links to associated mechanisms. fairy and snake get quantum powers by being in contact with boy and girl. snake steals quantum tablet.

 

“Conceal Evil in Altruism You have to seem like a good person, even if you’re not. If you ever need to take a negative action like criticizing behavior, blaming another person (whether it’s their fault or yours), or even yelling at the target, you should always find a way to wrap it in altruism. if you yell at your target for not doing something you wanted, it’s better to frame the outburst as a means of helping them. You can apologize for the outburst and tell them you felt they weren’t acting in their best interest. You’re sorry you got so emotional, but you care about them and want the best for them and it scares you to think that they don’t have their best interests at heart. On the other side of the coin, when criticizing someone else’s behavior, remind the target that you’re there for them no matter what horrible thing someone else does. Always ask how you can help rather than simply criticize what others do.”

 

“2) They tend to pick and choose their opponents carefully, either applying the hit-and-run approach against mere commentators supportive of opponents, or focusing heavier attacks on key opponents who are known to directly address issues. Should a commentator become argumentative with any success, the focus will shift to include the commentator as well.”

 

manipulative Mary: These individuals are experts at manipulation tactics.  Is a matter of fact, you may not even realize you have been manipulated until it is too late.  These individuals figure out what your ‘buttons’ are, and push them to get what they want. Subtle jabs and put downs – you often don’t realize you’ve been put down until you start feeling bad Gossiping and snide remarks about you and other people in your circle Why they are toxic: These people have a way of eating away at your belief system and self-esteem.  They find ways to make you do things that you don’t necessarily want to do and before you know it, you lose your sense of identity, your personal priorities and your ability to see the reality of the situation.  The world all of a sudden becomes centered around their needs and their priorities.”

 

1. never outshine the master. always make those above you feel comfortably superior. in your desire to please or impress them, do not go too far in displaying your talents or you might accomplish the opposite – inspire fear and insecurity. make your masters appear more brilliant than they are and you will attain the heights of power.” =p w/snake ???(ch 11).

 

fairy: determines locations of resources and other entities. adjusting details, adding sound lighting and music. rigid. she wants everyone to do things her way, and is hypercritical of others. fairy and snake get it by being in contact with boy and girl. the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things. offshores work to random. vs snake: Scrutinize every offer and suggestion, no matter how innocuous.

 

fairy – I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.

 

fairy had shared her issues with the 7×7 grid of game facts with radhu, especially her difficulties fitting the different religious periods and technological advances into the array. as they talked about it, it became apparent that radhu thought about these things very differently, in terms of changing styles of communication, of adaptation within a closed system, of different worldviews. the first two levels were subsistence level, oral cultures, explaining things with myths and stories. the second two levels were agricultural, their communication written, their explanations edicts and laws handed down from the gods. the fifth and sixth levels were industrial, the fifth focusing on the spread of knowledge and learning, and thinking was idealogical and dogmatic. the sixth level was computerized and wireless, the control monolithic and sadistic, independent thinking was underground and individualistic. and the seventh level was a leap into global consciousness, empathic and interconnected. she updated the grid accordingly, and showed it to josh, who said ‘whatever.’ fairy was becoming dependent on radhu, like having an extra set of arms. he was always asking for more work, and never asked for anything but her thanks, and always did professional work that she was not ashamed to call her own. she appreciated him because he was so willing to be used. she’d sleep with him if they were in the same country.

 

“Mary Sue has an unusual and dramatic Back Story. The canon protagonists are all overwhelmed with admiration for her beauty, wit, courage and other virtues, and are quick to adopt her as one of their True Companions, even characters who are usually antisocial and untrusting; if any character doesn’t love her, that character gets an extremely unsympathetic portrayal. She has some sort of especially close relationship to the author’s favorite canon character — their love interest, illegitimate child, never-before-mentioned sister, etc. Other than that, the canon characters are quickly reduced to awestruck cheerleaders, watching from the sidelines as Mary Sue outstrips them in their areas of expertise and solves problems that have stymied them for the entire series.”

 

plucky band:

 

random: does something backoffice with videogame, scores music maybe? takes some of fairy’s load and she doesn’t tell anybody. random – (which gods support quantum and which religion would object? fall out on hindu/muslim lines? no, both hindus and muslims claim quantum for their own against western secularism).

 

not quite hocus pocus, but when snake gets hold of it he’ll turn it into marketing mystique like dwave. iae, artcriticese

 

*

 

work: “creating a prototype level usually involves the entire team.  the art team starts with the art pieces in the level, modeling, texturing, and animating them.  the programming team starts implementing the gameplay features necessary to play the level.  the design team begins building the level geometry. “the level geometry is essentially the 3d model of the level.  it can be built in a 3d modeling package or with a level editor.  the level geometry defines the spaces in a level – where the character can walk, jump, fall, or climb. “the level designer responsible for the prototype level uses the level diagram as a base to make a template, or ‘block mesh,’ of the level.  this is essentially a rough draft.  someone can play through the level from beginning to end to get a feel for what the level will be like.  the geometry is simple, with no extraneous details. “at this point, the art can be placeholder, which means it will be replaced later down the line.  some functionality, like a puzzle, a special feature, or a scripted event, may be missing at this stage, but the level designer should make room for this functionality to be added layer.” p18 “a game’s visual appeal is a huge selling point.  as any game developer will tell you, the ‘art style’ of a game is a hugely important decision, since art makes up most of the content in a game.  all game art – character art, background art, and user interface elements (such as the heads-up display, maps, loading screens and menus) – must be consistent with this overall art style.  usually, these different art assets are created by different people or teams, but on smaller teams, artists may be more cross-functional.  the overall art team creates character and background assets, animations, and effects that can enhance the prototype level to something the entire team is proud of.” p20 “once a character has been modeled and textured, it needs to be set up, or ‘rigged,’ for animation.  rigging a model is like forming a skeleton inside the character and assigning joints that an animator can work with.  most teams have a technical artist who can rig all the models….“the background artists, like character artists, create background models in a 3d modeling program like maya, 3ds max or softimage xsi.  background artists can also paint textures for both the level geometry and the background models.” p21 “the producer will work with both the lead artist and the lead designer to come up with a list of animations for every character.  fro there, the animators will take one character and create a base set of animations for it.  for most action games, a base set of animations for an enemy include an idle (standing and waiting) animation, a walk/run animation, an attack animation, a ‘take damage’ (get hurt) animation, and a death animation.”

 

work: they start with the cloud layer, because it’s simplest in architecture, and where the quantum stuff is most important. the prototype level is the cloud level because you need all your quantum skills to do anything there. just a huge sound-stage like area with fog and clouds and that’s it. portals to the other levels just placeholders at this point, the same few graphics visible thru thin spots in the cloud. the boy and girl test it but there’s nothing to test. they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. antarctica in its current icebound form, west antarctica islands is the midway and east antarctica ice sheet is carneytown. then they lay out the carnival layers. we show them setting up and tinkering with the roller coaster and the tilt-a-whirl for gravity, momentum, speed and centrifugal force (amusement park physics), and this way we explore all the classical physics, including waves, thermal physics, electricity…explaining in a paragraph or two the physics behind each of the rides in level 2 midway. we see them setting up level 3 carneytown as with areas for various statistical and relativistic jobs (the funhouse, messing with gameplay on level 2, winning for the house)

 

work: they stand on the clouds and watch kurt building the wireframe of levels 2 and 3. they discuss changing the area into more of an antarctic landscape, with hugely exaggerated mountains on roller coaster island and an almost icecap smoothness under carneytown, great effort into pretending it’s cold, wind effects and bunny suits, frostbite and debilitation / disfigurement. impediments to movement outside increase sense of psychic effort. practice classical physics by moving around on the ice like bumpercars, with angles and forces and momentum. most things indoors on midway so not a problem there, could be in carneytown, especially for the freestyle player who likes to explore. the hub is inside the mountain, with the mountain’s skeleton vaulting above them. fairy and snake get it by being in contact with boy and girl. realize they’ll have to test with outsiders. they wave kurt over and discuss it with him, and he and the kernel transform the whole scene into a miniature present-day antarctica. this quantum kernel has depths i’m only beginning to explore. if the military ever got their hands on it. i’ve made sure they won’t. later snake asks what he meant by that.

 

work: they lay out antarctica levels, filling them with all the social constructs and quantum hints they can. the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things. okay to be sketchy here.

 

*

 

the vision is done three times. the first time is the dreamiest, the most vague. it’s all very significant but they don’t remember anything specific. vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station. then the next day in the retelling of it, they gradually come clearer on the message, the quest. no, that’s the third time, when they get it right. the second time it’s all about their powers, the plus. with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? or 13 w/exkurt on cloud level at final testing.

 

resistance. what antiauthoritarian society looks like

 

then you make it

 

=p: assigned to this year’s con. last job before retirement, bitter.

 

c3ll3r!: nathan finding out things about this year’s con, interest in antarctica, game. volunteers but there’s nothing now, put on waitlist for testers. dad ridicules his interests, approves of sports. work talks to kurt, sees gamegear.

 

19. know who you’re dealing with – do not offend the wrong person. there are many different kinds of people in teh world, and you can never assume that everyone will react to your strategies in the same way. decieve or outmaneuver some people aand they will spend hte rest of their lives seeking revenge. they are wolves in lanbs’ clothing. choose your victims and opponents carefully, then – never offend or decieve the wrong person. c3ll3r! w/dad. Fourth, noncooperation: the most oppressive of the old patterns are broken by refusal to participate; the destructive games stop because one person will no longer play”.

 

dad:

 

traits: Simple, decisive, Conscientious, Superiority – He is always right, has to win or be in charge.

 

events:

 

work: at work rumors of more layoffs, industry changes, outsourcing lower levels

 

abuse: “He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves. Putting your partner down. Using Emotional Abuse. “let’s start with the tags-to-riches, or pull-yourself-up-by-your-bootstraps, narrative.  the hero/heroins starts out poor and unknown (the precondition).  he or she undergoes a series of hardships:  the odds are against him/her (the buildup).  through an exercise of will and discipline, he/she does something extraordinary (the main event) and so achieves success (the purpose) and recognition (the result), and gains respect, fame, and/or wealth for the achievement (the consequence)…“by contrast, there is no honored narrative for the reality of americans who work hard and can’t climb the ladder of success because there are no rungs on it.  there is no classic american narrative for the cheap labor trap, in which  companies drive down the cost of labor by outsourcing and other means, thus trapping tens of millions of workers in low-wage jobs from which they cannot escape.” p29

 

mom: Seeing someone as a thing is the first step towards treating her like her desires, thoughts, and preferences do not exist (because objects don’t think).

 

sis: asked to leave private school (cigarettes). runs up credit card.

 

victim. Because they are blameless and bad things keep happening to them, victims live in a bubble of negative feelings; self-pity, helplessness, hopelessness, depression, anxiety, anger and fear color their world. It’s difficult, if not impossible to help someone with a victim mentality because lacking an internal locus of control, they look to an external source to rescue them and give them what they feel they are owed. take a victim stance in life. Treatment for them has become a lifestyle, and they get to stay in the problem, rather than move into the solution. If I get to be the victim, the overindulged one, the entitled one, the misunderstood one, the abused one and the wronged one, I don’t have to be responsible for myself. It is just that simple. Persons who feel victimized are often people who have become negative and developed a strong sense of entitlement.”

 

sis: “The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.
“Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.
“This treatment of the parents is a form of invalidation.  Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.
“Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.”
“They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!
“The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.”

 

later, nathan washes dishes by hand. complains because already too busy, why can’t sis help. sis has a word with dad, who brindgs home huge samsclub plastic plates and throwing them out afterwards. save on water.

 

mom: mortgage and insurance 30% our salaries. consume and buy more intelligently. walk away, move to cheaper place.

 

own my house. really only rented, still not even paying principal. borrowing quality of life/lifestyle from banks and credit cards. renting backward step, no equity, mercy of landlords, mark of failure as real adult homeowner.

 

The thing that matters is getting thru each day, not planning. Let him plan, if he wants to. It never works out that way, but it gives me some idea of what he’s thinking.

 

“One of the ways that academics seem to operate is through the posing of binary or structural opposites. It is comforting to know that if a thing is not this it must be that; what is not cold is hot. Never mind that we are capable of thinking about and experiencing an enormous range of temperatures, that heat is a relative term as is cold; structural opposition (Lévi-Straussian construction) enforces binary coding, usually with the additional motivation of fixing, or affixing, moral values. Because one is already conditioned to look at things as this or that, cold or hot, the value indicators are similarly binary: negative and positive. We need both, of course: polarity is a dependent relationship. But because of this tendency towards a tension of opposites, we end up limiting our transactions, our thinking, to bad and good. This is the outcome—if not the point—of children’s literature: it conditions us to distinguish bad and good, and to make a number of other associations with these terms; that which is considered good is that which beautiful, smart, nice, polite, fair or even white, obedient, tall, slim, quiet, and so forth. In fairy tales, the basis of what we now call children’s literature, a person’s inner qualities are instantly discernible from external attributes. Good and bad are physiologically, physiognomically manifest: the dark little crooked old woman in black with the wart on her nose is not going to be the hero. Thus a good person is also pleasant to look at and (as we know from television) has clean clothes, fresh breath, and carefully styled hair.”

 

give u some incite, Let me illiterate. has to be written.

 

armchair authoritarian: “Simple, decisive, Conscientious, Superiority – He is always right, has to win or be in charge. He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves.”

 

dad is ray, and mom is dot, he makes fun of her because he’s a ray of the sun and she’s a tiny speck of darkness. same with angellica and nothin’. don’t call him that; should have named him normal. norml huh he sniggers, yeah we should have named the kid like illiterate hippies, should have named him youwess armey. he makes fun of all them for their names., talks to himself hoping they’ll hear and understand.

 

shit happens: antarctica thaws one minute, exaggerates the next, and goes back to normal.

 

they: trace energy drain to atlanta. snake steals quantum tablet. you’re telling me it was nothing? tactic didn’t happen. If it’s not reported, it didn’t happen, and you never have to deal with the issues. we already understand the nature of reality, in principle, and that all that is left to do is to fill in the details. quantum reality is impossible, inconceivable.

 

Indochina itself was not a major concern, despite claims about its rich resources by President Eisenhower and others. Rather, the concern was the “domino theory,” which is often ridiculed when dominoes don’t fall, but remains a leading principle of policy because it is quite rational. To adopt Henry Kissinger’s version, a region that falls out of control can become a “virus” that will “spread contagion,” inducing others to follow the same path. In the case of Vietnam, the concern was that the virus of independent development might infect Indonesia, which really does have rich resources. And that might lead Japan — the “superdomino” as it was called by the prominent Asia historian John Dower — to “accommodate” to an independent Asia as its technological and industrial center in a system that would escape the reach of U.S. power. That would mean, in effect, that the U.S. had lost the Pacific phase of World War II, fought to prevent Japan’s attempt to establish such a New Order in Asia. The way to deal with such a problem is clear: destroy the virus and “inoculate” those who might be infected. In the Vietnam case, the rational choice was to destroy any hope of successful independent development and to impose brutal dictatorships in the surrounding regions. Those tasks were successfully carried out. The most important victory of the Indochina wars was in 1965, when a U.S.-backed military coup in Indonesia led by General Suharto carried out massive crimes that were compared by the CIA to those of Hitler, Stalin, and Mao. The “staggering mass slaughter,” as the New York Times described it, was reported accurately across the mainstream, and with unrestrained euphoria. It was “a gleam of light in Asia,” as the noted liberal commentator James Reston wrote in the Times. The coup ended the threat of democracy by demolishing the mass-based political party of the poor, established a dictatorship that went on to compile one of the worst human rights records in the world, and threw the riches of the country open to western investors. Small wonder that, after many other horrors, including the near-genocidal invasion of East Timor, Suharto was welcomed by the Clinton administration in 1995 as “our kind of guy.” Years after the great events of 1965, Kennedy-Johnson National Security Adviser McGeorge Bundy reflected that it would have been wise to end the Vietnam war at that time, with the “virus” virtually destroyed and the primary domino solidly in place, buttressed by other U.S.-backed dictatorships throughout the region. Similar procedures have been routinely followed elsewhere. Kissinger was referring specifically to the threat of socialist democracy in Chile. That threat was ended on another forgotten date, what Latin Americans call “the first 9/11,” which in violence and bitter effects far exceeded the 9/11 commemorated in the West. A vicious dictatorship was imposed in Chile, one part of a plague of brutal repression that spread through Latin America, reaching Central America under Reagan. Viruses have aroused deep concern elsewhere as well, including the Middle East, where the threat of secular nationalism has often concerned British and U.S. planners, inducing them to support radical Islamic fundamentalism to counter it.”

 

media: minithaw.

 

tactic bump and Run. Scantly report incriminating facts, and then make nothing of them. “Ordinary people shone that morning. They were not terrorized; they were galvanized into action, and they were heroic. And it didn’t stop with that morning either.  That day, that week they began to talk about what the events of 9/11 actually meant for them, and they acted to put their world back together, practically and philosophically.  All of which terrified the Bush administration, which soon launched not only its “global war on terror” and its invasion of Afghanistan, but a campaign against civil society.  It was aimed at convincing each of us that we should stay home, go shopping, fear everything except the government, and spy on each other.”

 

authoritarian culture: minithaw. exploitive of others,. “The warm, sanitised, consumer-friendly realm offered by shopping malls represents an important instance of the former. In contradistinction to the unpredictable, democratic ‘messiness’ of urban streets, malls make systematic use of private patrols and camera surveillance to create what Coleman and Sim call a moral order of consumption; something which entails the exclusion (on grounds of property, rather than criminal, law) of those ‘flawed consumers’ who are unwilling or unable to be seduced by the market. In respect of the latter, walled, gated, privately policed enclaves — currently most evident in Southern California and elsewhere in the United States, though also apparent (in embryonic forms) in parts of Britain — serve as a means of physical protection, and a vehicle for protecting the value of economic capital; both of which are predicated on the essential ‘unliveability’ of civil society beyond the walls. As such, the commodification of policing and security operates to cement (sometimes literally) and exacerbate social and spatial inequalities generated elsewhere; serving to project, anticipate and bring forth a tribalised, ‘neo-feudal’ world of private orders in which social cohesion and common citizenship have collapsed.[9] A primary characteristic of neofeudalism is that individuals’ public lives are increasingly governed by business corporations. increasing amounts of public space become the real or de facto property of privileged apartment owners and business-run complexes like shopping centers and malls, these areas come to be defined, adjudicated, and regulated by the laws on private property and commercial legislation and practices. With more and more public life now taking place on privately owned mass public property, the definition of “deviance” within such areas turns on the particular logic of private ownership, profit-making, and resource protection. With “security” tailored to protect such spaces, social control agents shift their attention “from discovering and blaming wrongdoers to eliminating sources of…threats in the future”. Thus, as relatively heterogeneous urban public spaces are transformed into symbolically gated homogeneous private regions, and overburdened and fiscally strapped governments transfer responsibility for protecting and regulating “mass private property” to the private security forces attached to it, a “new class of ‘offenders’ [emerges] — those who create opportunities for threats against the interests of the client”. Out of such a marriage of business and government, a symbiosis emerges between the commercial sector’s own private security forces and the local government’s police forces, with repressive outcomes shaped by profit-driven definitions of deviance and a commodification of social control.”

 

authoritarian culture: “Persecution and past abuse are often the causes – or at least the antecedents – of the pathology. , grandiose, assumption of superiority.”

 

conscious self-inflicted decline. “From the 1970s, there has been a significant change in the U.S. economy, as planners, private and state, shifted it toward financialization and the offshoring of production, driven in part by the declining rate of profit in domestic manufacturing. These decisions initiated a vicious cycle in which wealth became highly concentrated (dramatically so in the top 0.1% of the population), yielding concentration of political power, hence legislation to carry the cycle further: taxation and other fiscal policies, deregulation, changes in the rules of corporate governance allowing huge gains for executives, and so on. Meanwhile, for the majority, real wages largely stagnated, and people were able to get by only by sharply increased workloads (far beyond Europe), unsustainable debt, and repeated bubbles since the Reagan years, creating paper wealth that inevitably disappeared when they burst (and the perpetrators were bailed out by the taxpayer). Failure by Design. The phrase “by design” is accurate. Other choices were certainly possible. And as the study points out, the “failure” is class-based. There is no failure for the designers. Far from it. Rather, the policies are a failure for the large majority, the 99% in the imagery of the Occupy movements — and for the country, which has declined and will continue to do so under these policies. One factor is the offshoring of manufacturing. As the solar panel example mentioned earlier illustrates, manufacturing capacity provides the basis and stimulus for innovation leading to higher stages of sophistication in production, design, and invention. That, too, is being outsourced, not a problem for the “money mandarins” who increasingly design policy, but a serious problem for working people and the middle classes, and a real disaster for the most oppressed,” in the realworld”

 

our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need. People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.”

 

*

 

ingame/npc: “Hiding a big Secret. Having a big secret that is scarcely referred to and hidden be an NPC, when shared only with the player, or found out by him gives Depth to the NPC. Hiding Emotions. An NPC that is trying to cover a strong emotion by another, when found out by the player can gain immense depth. (e.g. hiding fear with Sarcasm, Love with unnecessary toughness, etc.) NPC Emotions affect gameplay. Making the NPC’s emotions affect gameplay and vice versa helps deepen the character of the NPC. Give the Group Deep Attributes. Traits such as an Aesthetic culture, having ancient Wisdom, Carrying Mysterious knowledge of Nature and Creation, Being Noble, etc. add a lot of depth to a culture. Two NPC’s Think the same way. When two or more NPC’s think the same way and complement each others thoughts and dialogs, a sense of prior history is created between them. This creates chemistry between the NPC’s. Two NPC’s have an ongoing Argument. If two or more NPC’s have an ongoing argument about past events or current tastes, it also adds to their history and gives a sense of chemistry. This also creates a feeling of affection between the NPC’s, because it shows they haven’t left each other despite their argument and disagreement.”
“Character Arcs don’t come easily to an NPC. The NPC will need to struggle a lot along a rocky path, going through emotional, physical and mental delusions, distress, enlightening and change in order to “Travel his Character Arc”. This must be shared with the player, therefore if an NPC does not appear regularly to the player, giving it an arc will look stupid! One Arc is more than enough. There is very little space and time in a game to give any single NPC more that one character arc (e.g. Timid-> Brave, Material -> Spiritual, etc.). More than this might confuse the player to as who the NPC is and why he is changing so often. Discarding Masks is a good Arc. Some NPC’s might be using masks to hide their true nature or feelings from the player. If the NPC can travel his/her arc behind this mask, then drop it when he has grown, the player will be impressed by that character’s change. Too much Uniqueness can cause engagement rupture!. If a character diamond, along with its quirks is so unique that the player cannot identify with it (e.g. a mother character that is evil and jealous and burps all the time!) the player will loose interest in him/her.”
“Let the player invest into an NPC. An NPC that the player has invested a lot in, creates a rooting interest. E.g. if the player has been giving an NPC lots of attention and gifts to get him on his side, the player will have a strong emotional bond towards that NPC. Make the Player Responsible for an NPC. Characters that the player is responsible for (protecting them, killing them, guiding them, etc.) immediately have more rooting interest than others, especially if they are sympathetic to the player. Flip Rooting Techniques to get “Hating Techniques”. If a Rooting technique is reversed (e.g. instead of an NPC showing braver, showing fear and running from battle) the players emotions can be manipulated to hate that character (note that this is different from a player’s indifference towards an NPC). This allows us to tune the player’s emotions towards NPC’s quite early in the game. NPC reads Player’s mind! Every NPC’s dialog can be tuned, so her or she “knows” about past events that the player caused. This will allow the NPC to know the history of the player. When this history is referred to by any NPC, it makes that NPC seem to have a common past with the player. This makes the NPC immensely interesting to the player. The NPC has things in common with the Player. If the Player finds out that the NPC has had a past that resembles the current path that the player is taking in the game-world, especially if they both had similar problems, the player will have chemistry with that player. Complementary Skills. If among a group of NPC’s and/or players, skills available to each member, complement those available to other players, a necessary dependency and bond is created between them. Members of a Group Saying good things behind each other’s backs, even if they don’t to their Faces. Teasing or apparent antagonism between group members, when combined with good words that members say behind each other’s backs, creates an atmosphere of trust between members, and makes the player feel a strong bond in the group. Player is forced to do Evil. Forcing the player to do Evil (e.g. in order to prevent even greater evil, or in order to be able to do good subsequently) puts him/her in an emotionally complex situation. Doing Evil can be hurting good people, helping bad people, betraying a friend or group, joining up with evil forces, destroying something that belongs to the good, creating something that can cause potential evil, etc. Ambivalence towards a previous friend. Finding out that a friend was actually following their own agenda in helping the player creates ambivalence and a complex emotion. Ambivalence towards a previous Enemy. Finding out that someone who was an enemy, had to do what they did to the player creates emotional complexity, because whereas the player hated that enemy before, now he/she is forced to consider their position. The same thing might happen if the player finds out that his enemy has had a painful past, or is dying a terrible death, is helpless, or can actually cause great good at some points in the story. The Player finding out that he/she has been tricked or used. If the player finds out that he has been tricked or used by evil forces to do evil, or by good forces to do good, he will have an emotionally complex feeling towards those forces. The same holds true, if he thought he was doing the “right” thing all along, and suddenly found out it had terrible results, or vice versa. In a Weird way, even if some NPC tricks the player into doing good the player will feel an emotional complexity. Good and Evil are not White and Black. A Clash of interests between two factions in the game world could be used to put the player on the side of one faction (maybe because they are more pretty, cuter, more helpless or weaker.) causing the player to realize later on that helping that faction wasn’t necessarily helping the good, but rather just serving one cause and harming another equally valid one will create mixed feelings in them. The Story makes Spiritual Forces Palpable. Spirituality and spiritual forces made visual and active, be it in the game world or the player and NPC’s add to the plot’s depth. Create Guides and Helps to show the Player what the intended Character Arc is. The game world and NPC’s should provide the player with hints towards what he should change in himself. E.g. killing innocent people should be punished in gameplay if the Character arc is changing from a selfish person to a protective guardian. NPC’s in various places refer to each other. If NPC’s in different parts of the world seem to know each other, or at least have heard of each other the playe rwill feel like living in a cohesive world.”

 

ingame: “Following a small prelude, there are four “chapters” in the original game, with each chapter consisting of a general storyline (the first chapter, for example, deals with a mysterious plague in the city of Neverwinter), and within each chapter, there are many quests, subquests, and mini-storylines. Depending on specific quests completed, and specific items kept, some storylines are continued throughout the entire game (such as Henchman or Aribeth’s tales). Completing many of the side quests will give the player’s character more experience (and special items), making him/her level up faster and continue to make the game easier as the player progresses. For example, completing all quests in the first and second chapters will place the player in Chapter 3 with a 13th level character, instead of a 10th.”

 

best graphics – star wars 1313

 

 

ENGINE,

 

engine tasks specs: “[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]”

 

thousands of square miles in each ring, millions of players in each of a dozen cities of hinterlands, densities ranging from 30-50/mi for ring 1 to 50,000/mi for ring 6. in ring 3 cities can have 12,000 – 200,000 per city.

 

engine antarctica tasks specifics specs: program: “Each full region (an area of 256×256 meters) in the Second Life “grid” runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in the region, as well as providing communication between avatars and objects present in the region. Every item in the Second Life universe is referred to as an asset. This includes the shapes of the 3D objects known as primitives, the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID.[57] Assets are stored on Isilon Systems storage clusters,[58] comprising all data that has ever been created by anyone who has been in the SL world. Infrequently used assets are offloaded to S3 bulk storage.[59] As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity.[60] The asset servers function independently of the region simulators, though the region simulators request object data from the asset servers when a new object loads into the simulator. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 255 separate primitives. Additionally, each player’s avatar is treated as a physical object so that it may interact with physical objects in the world.[61] As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once.[62] Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux.[63] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO of Second Life, has stated that a while after everything has been standardized, both the client and the server will be released as free and open source software. “

 

program antarctica way specific specs: “Some problems faced by MMORPGs: · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively. · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power. · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior. How Cloud Computing can help: Cloud vendor takes care of SLA Management Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2′s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D. Deployment of new DataCenters Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor. “

 

peripherals: graphics: “A voxel (volumetric pixel or Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a pixel, which represents 2D image data in a bitmap (which is sometimes referred to as a pixmap). As with pixels in a bitmap, voxels themselves do not typically have their position (their coordinates) explicitly encoded along with their values. Instead, the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). In contrast to pixels and voxels, points and polygons are often explicitly represented by the coordinates of their vertices. A direct consequence of this difference is that polygons are able to efficiently represent simple 3D structures with lots of empty or homogeneously filled space, while voxels are good at representing regularly sampled spaces that are non-homogeneously filled. A generalization of a voxel is the doxel, or dynamic voxel. This is used in the case of a 4D dataset, for example, an image sequence that represents 3D space together with another dimension such as time. In this way, an image could contain 100×100×100×100 doxels, which could be seen as a series of 100 frames of a 100×100×100 volume image (the equivalent for a 3D image would be showing a 2D cross section of the image in each frame). Although storage and manipulation of such data requires large amounts of memory, it allows the representation and analysis of spacetime systems.”

 

peripherals 3-d/photorealism: “The necessary bounds for true photorealism are set by the physical limits of the human eye, Sweeney explained, which can only process the equivalent of a 30 megapixel image at about 70 frames per second. Given current trends, monitor display technology should be able to handle that level of detail for a small area in just a few more generations. Projecting that level of detail across a larger, 90 degree field of vision would take an 8000 x 6000 pixel display, which is still quite far off but “within sight,” Sweeney said. But simply pushing polygons isn’t enough to get true realism. The ability to trace the subtle interplay of light on various surfaces is also key to creating a realistic scene. Yet the vast majority of current-generation games use a “two-bounce” light processing algorithm of the type used in games going back to 1999’s Unreal. We’re just now seeing much more convincing “three bounce” light processing in demos like Samaritan, which Epic showed off at last year’s GDC. And while Samaritan’s 2.5 teraflops (that’s trillions of floating-point operations per second, laymen) is a far cry from the 10 megaflops that were needed to power the original Doom, we’re still a good deal short of the 5,000 teraflops Sweeney calculates we’d need to process a fully realistic 3D scene in real time. upcoming Sony sunglasses with transparent lenses that allow for hands-free image projection in a way that hasn’t seemed cool since the ’80s. He also predicted that increasing scarcity in real goods may drive up the value of increasingly realistic virtual goods, to the point where the market rivals the $25 trillion worldwide trade in real estate. Whatever form the interface takes, though, the change caused by truly realistic real-time modeling is going to be truly revolutionary, Sweeney said. “When a whole generation of kids is raised with those devices pervasively around them, it’s going to change the world,” he said. “I see a bright future for computing and its implications on games. I see the ability as developers to exploit another 1,000-fold increase in power on platforms… I think our industry’s brightest days are yet to come.””

 

“Today’s processors spin at several billions of cycles per second and have an insatiable need for data. As you add more cores to a processor, even if you don’t ramp up the clock speed, you make the memory bandwidth problem worse, seeing as how current memory modules have long traces between memory chips and their pins, which require lots of power and time to send a signal. The answer that most chip makers have to this problem is to go vertical – to stack up chips in three dimensions. In the case of HMC memory, you stack up chips in cubic arrays and connect them in parallel to a logic layer and a package substrate – like the pin-out on a CPU – to build a structure that has shorter paths, can run faster, and uses less energy. Prototype HMC blocks that have been manufactured to date can deliver around 128GB/sec of bandwidth into and out of the memory block using DDR3 memory chips, compared to 12.8GB/sec for 1.33GHz DDR3 memory sticks made in a conventional 2D layout. Micron and Samsung formed the HMC consortium along with field programmable gate array makers Altera and Xilinx as well as Open Silicon in October 2011, and in December the two primary vendors behind the effort said they had tapped IBM Microelectronics for manufacturing breakthroughs relating to the Through Silicon Vias, or TSVs, to link DRAM chips together and to controllers that implement a crossbar interconnect that play traffic cop across the cube of memory circuits. This May, Microsoft joined the HMC consortium. The company has a direct interest in memory technology because of its Xbox game consoles – and now its Surface fondleslabs – and an indirect interest because of its dominant position in the PC and server rackets and its status as a provider of raw computing from its Azure cloud. At the time, the consortium said that 75 companies had contacted it with interest in joining the HMC effort and participating in specification development. Now, ARM Holdings, which hopes to get its foot in the server door soon with its low-power RISC processors, has joined the HMC effort and so have server and switch maker HP and memory maker SK Hynix. The number of HMC tire kickers is now up to 90, according to a statement put out by Micron.”

 

if you are living from the context of the old world view, and you are unable to make that distinction in your awareness, you are going to be shaped by the ‘laws’ of that system, by default – just because it’s already ‘there.’” p20 “in a world of solid objects we attempt to manage our results by force – pushing or pulling on circumstances (people, emotions, things) to get something to happen.  there is nothing i can do about ‘fixes’ circumstances except try to change them, or at best, adapt myself around them, a victim of circumstances.” p20 “when you understand that our institutions are born from the outdated idea that matter is fundamental, you begin to understand why western medicine, as brilliant and groundbreaking as it is, has primarily focused on the physical body, rather than on our multi-dimensions, including energy, subtle energy, spiritual, and mind influences on health.  you can see why medicine was led to focus on isolated parts or singular chemicals of the body rather than on integrated whole systems.” p20 “when you distinguish the characteristics of the old world reductionist view that ‘the whole is equal to the sum of its parts,’ you get insight into how holding things as separate and disconnected might enable the ambiguity of killing people who have committed crimes while fighting vehemently for the rights of unborn fetuses or cells in a petri dish. “you glean that a reality system based in the physical dimension would condition us to make judgments about and even reject others just because they look or think or act differently than we do. “when you see that we’ve been embedded in a world view of parts and separateness, you sense that the erroneous notion of being separate could lead to equating differences with antagonisms and result in the unabashed lunacy to think hat just because you believe something that it is ‘absolute truth.’  you see how this fiction about the nature of reality – that we are separate from one another – could be the source of a horrific movement to kill off people of all religions or cultures other than your own, whether killing them off physically or spiritually.” p22 “when you realize that so much of life has become mechanical and that mechanical means unconscious in the sense of being unaware and automatic, you can understand how we have merely endured these glaring, blaring inconsistencies, feeling hopeless to do anything about them, though we’re tired to the bone and weary to the brain of our same old problems.  we speak here not of your private set of ideas and beliefs; we are talking about a backdrop of our world stage that has been centuries in the making.. “when ou understand that we have attempted to improve things using the push-pull force characteristic of old world view thinking, you can see why worthy solutions have eluded us.” p25 “quantum physics indicates that there  is no ‘way that it is’ out there – that our ‘knowing’ affects our reality, that our intent affects our reality, that the observer shapes the reality.  we live no longer in a limited world of fixed either/or options.  we have entered the world of both/and, the world of infinite possibility.  we’ve moved from a world of fixed, determined certainty to a world of uncertain, probable possibilities where we, as the human observers, are shaping what we see in our ‘observer-created reality.’ “in the quantum age, we are no longer victims of unchangeable, fixed circumstances.  we are reality generators in a quantum field if infinite possibility.” “

 

*

 

level 1 is classical physics, where you learn how to physically control gravity and speed etc.

 

level 2 is relativity, where you learn the exceptions to and limitations of classical physics; the cheats.

 

level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.

 

the horizontal level is where you learn entanglement, astral movement, etc.

 

antarctica is where you learn how to change the world

 

level ! is where you learn how to create the world you want to live in

 

level !n is where you learn how to be god

 

classical – amusement park rides and arcade games

 

relativity – winning for the house (the rudiments of capitalism)

 

quantum – mind over matter, connection = power

 

physics on each level is appropriate to the level, so classical physics on level 1, but time dilations, black holes and other ‘cheat’s work on level 2. levels 3 and ! and !n are entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.

 

in level 1/2 you are asked to apply for a job. request.

 

in level 2/3 you find a wormhole, get bad news and a quest and have to swim for it quest.

 

in level 3/horizontal you explore multiple worlds by flying thru wormholes and get stuck at the other end. exploration.

 

in horizontal/antarctica you have to swim for it using your skills. survival.

 

in ring 1/2 you are invited / kicked off and ride in a boat to go to school. training.

 

in ring 2/3 you pilot a boat and crew to a distant land where adventure awaits you (another quest). normal life.

 

in ring 3/4 you make your way by foot overland thru wilderness filled with challenges. committing, testing skills

 

in ring 4/5 you ride to remote places with extreme cultures. learning to work together.

 

in ring 5/6 you journey in caravans with many others to the great city. sharing a greater purpose.

 

in ring 6/7 you fly to the final confrontation. acting on principle.

 

*

 

don’t know where to put this caricature of woo. “orgone generator neutralizes the DOR fields which surround ELF and Microwave cell phone towers, alien Reptilian portals, satanic ritual sites, masonic temples, and nuclear reactors.”
“Many people notice positive emotional effects in the presence of orgone generators. Mood and emotions tend to elevate. Some people who have trouble falling asleep report that they can sleep better and more soundly with an orgone generator in the bedroom. Many people have noticed that plants grow more vigorously in the vicinity of an orgone generator.”
“I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.”
“When you cut a piece of wire to a specific length known as the “cubit” length, that wire will resonate or act as a transformer to special cosmic energies and draw that energy into the wire. There are many different “cubit’ lengths used by advanced civilations down through the ages. In a phone conversation with Slim Spurling in February of 2005, Slim mentioned that he found that the ancient Egyptian Royal cubit (524mm +/- 2mm) to be more useful for bio-physical energies and Hans Becker’s “Lost” cubit (596.6714mm or 23.491″) more useful for emotional and mental energies.”
“pipes can act as wave guides for orgone energy. Chembuster will encourage the presence of Sylphs, air elementals which have the ability to transmute the toxins embedded within chemtrails  into non-toxic substances. The more heavily laid the chemtrails in your area, the longer it takes for the CB to gear up to the task of dispering them.”
“Beyond applications for psychic and psychotronic protection, a Powerwand can be programmed with your intentions to address any problem or concern. Most people don’t realize that human beings can literally affect the direction of reality with their thoughts (focused intent). The effect is more powerful when coupled with an emotional charge. I programmed the Powerwand seen below with my focused intent (along with many other people) to deactivate and weaken Hurricane Wilma on October 23, 2005 when it was building up strength in the Caribbean, on its way to Florida. If you recall, Wilma fizzled beautifully and was a non-event, despite the best efforts of the HAARP, the military boys with GWEN, and the ELF tower operators.”
“Scalar waves generated in the body also provide an energetic communication system that connects all cells. This energy contains the power of the universe and has unlimited potential.”
“Thoughts and emotions have an electromagnetic frequency vibration that is perceived by every cell in the body through the instant communication system of scalar waves. Negative thoughts and emotions can interfere with the electromagnetic, biophoton signaling at the cellular membrane and DNA levels. When this happens, the communication signals become chaotic and cellular information and instructions for enzyme and protein formation become blocked. In conclusion, our positive beliefs and intentions act to enhance the body’s natural flow of scalar energy primarily produced by the heart, vascular system and supercoil DNA. Scalar waves provide a zero-point or vacuum field of unlimited potential. This field neutralizes chaotic incoming signals from the environment and from our negative thoughts, thereby allowing our cells to utilize their own innate wisdom for self-healing.”
“one large crystal is centered at the tip of a Royal Cubit spiral coil located in the center of the HHg and orientated in the vertical plane. The remaining four quartz crystals are located closer to the bottom of the HHg and are laid out in the horizonatal plane forming a “+” design. I include two Royal cubit coils with every HHg: the inner cone shaped 3X Royal Cubit spiral coil is placed near the top of the HHg and a flat, pancake shaped 3X Royal Cubit coil wound in the SBB coil configuration is placed at the very bottom. Since I’m adding at least two coils to the larger orgone generators, I’ve decided to make one coil based on the Royal cubit length and the second coil based on Hans Becker’s Lost cubit length. Any multible length of the cubit unit will produce the desired results. You can also use a 1/2, 1/3, or 1/4 fraction of the cubit length to give you a similar resonant effect, but usually not as stong as the whole cubit unit length. When you coil the wire, you force the orgone energy into a spiral movement. If the coil is laid out in a flat plane, the energy will spread both laterally and vertically. If you stretch the coil into the vertical plane, you have a vertical cone shaped spiral which drives the energy towards the tip of the spiral in a vortex fashion. a crystal that was 6-8 inches long and about 1 inch in diameter. He embedded the mobius-wrapped crystal within the resin/metal matrix using a 3″ copper pipe that was 9″ long with copper end caps installed at both ends. The copper pipe made a strong casing for the PW, but it also made it too heavy if you want to carry it around with you. a 3 inch cylindrical shape, but without the copper pipe casing, preferring to add the cooper to the resin as shavings and copper coils. I use three different copper coils based on sacred geometry in each Powerwand: I also include a silver Star of David, based on the Royal Cubit, at the base of the PW cylinder, just below the SBB coil. I always install a 2.5mm jack on the upper facet of the crystal so I can plug a gold plated 2.5mm plug audio cable into the SP Pulser and pulse the Powerwand externally using a cable, rather than having the SP Pulser enclosed within the lower copper cap and hard wired to the crystal. All Mega Powerwands come with a 4X Royal Cubit SSB coil installed on the bottom. The Sacred Geometry includes a Star of David design (based on 523mm ‘Lost Cubit’ from Hans Becker) made of silver wire and individual double terminated quartz crystals located at each corner of the Star, wrapped with nodal coils, and centered with silver wire hexagons. A plastic bag of gemstones is sandwiched between the two silver hexagons. A resin/metal matrix is then added to the top of the Star of David nodal crystals and allowed to cure. After the resin cures, the big crystal with its mobius coil and Silver Wrap coils is installed with a 5X Royal Cubit 18 gauge copper coil (wound clockwise) surrounding the crystal from its base to just below the top surface of the resin. Metal shavings mixed with the polyester resin for the Mega Powerwand include.”
“human evolution is measured not only by the expansion of power over nature, but also by the intensification and extension of empathy to more diverse others across broader temporal and spatial domains. Biologists and cognitive neuroscientists are discovering mirror-neurons–the so-called empathy neurons–that allow human beings and other species to feel and experience another’s situation as if it were one’s own. We are, it appears, the most social of animals and seek intimate participation and companionship with our fellows.”

 

“HCPs have a life-long personality pattern of distorted thoughts, emotions, and actions. Time after time, they avoid taking responsibility for their problems. They repeatedly argue against feedback, regardless of how helpful and truthful it may be. And over and over again, they try to persuade others to agree with their rigid points of view and help them attack their targets of blame.
“High-conflict people consider themselves as an injured party; a victim, even, of the shortcomings of others. The issues may come and go, but their personality traits keep them in conflict. They never learn from their experiences. The cliché “He would cut off his own nose to spite his face” was written for them, especially in legal disputes
“HCPs are prone to the following thoughts, feelings, and actions:
“They split, or engage in all-or-nothing thinking
“They may not analyze situations, hear different points of view, or consider possible solutions. Things must be their way, and they’re not willing to be flexible or compromise because it feels like everything is at stake.
“Their negative feelings shape their reality (“feelings equal facts”)
“They base their view of themselves, situations, and others on what they’re feeling at that moment rather than objective reality.
“For the most part, their emotions are intense and fluctuate rapidly
“This is practically the definition of BPD and typical of vulnerable NPs. An exception is grandiose NPs, who manage their own shallow feelings while manipulating others to do their bidding. Their arrogance and insensitivity devastates and angers those around them while the HCP remains clueless about why others are making such a fuss.
“They have difficulty empathizing with others
“People with BPD are too self-involved, and people with NPD see others as chess pieces on the black and white chessboard of their life.
“They have a hard time accepting and healing from a loss
“High conflict people seem stuck in the anger stage. They will fight for years to prevent the feeling of loss in a relationship. “Even decades later, being reminded of a prior abandonment can trigger intense emotions almost as if it was yesterday. An “HCP might engage in:
“Stalking
“Getting revenge on those who leave (such as destroying possessions or threatening a family pet)
“Prolonging divorce and custody proceedings
“Continually changing their mind about ending the relationship
“Promising big changes at the last minute to keep the other person from leaving a relationship
“Threatening to leave the relationship in an attempt to scare the other person into begging them to stay.
“Their behaviors are extreme, in keeping with their distorted thoughts and feelings
“Playing the blame game unconsciously helps them feel safer, stronger, and better about themselves. They’re constantly in distress and oblivious of the negative, self-defeating effects of their own behavior. In a sense they are emotionally blind. “Since HCPs can’t see the connection between their actions and their consequences, their difficult behavior continues and their conflicts grow.
“They’re preoccupied with blaming others and don’t take responsibility for their actions
“Negative advocates are usually family, friends, or professionals who help in blaming the target and escalating the conflict. “If the HCP is your partner, typical negative advocates usually include your partner’s immediate (and usually dysfunctional) family, who are convinced you’re an abusive person to their innocent child, sister, or other family member.”

 

last time – So they reorganized the game, archiving many gigabytes of work and starting over with a different structure. The levels they’d been designing were shoved to one side and cannibalized when needed to design a game of games, tutorial levels that would eventually win a nobel prize (after certain initial, mostly political and moral, objections). They each stuck to their old tasks. Anomia tried to get the artwork right, leaving the layout to Josh (constantly urged by Snake to make it more battle friendly), and the design to Fairy, who wanted way too many tchotchkes for Snake’s taste. Anomia kept reminding Josh of the real meaning of the game, and Snake kept reminding Josh that angels were figments, and the real meaning of the game was market share. Radhu toiled in silence, alone in his room.
this time – kurt comes out of his room with 4 tablets and his android phone.  he passes them out, extolling the virtues of future products and advances as if he’d incorporated them into his quantum tablet.  it’s all theoretical at this point.  they are variously impressed in character, but sit and play with them for awhile and discover some of its functionality in conversation.
it’s photoshop?  well, the gimp, actually, but the functionality is the same.  i installed a standard version for linux but it’s a little glitchy.  let me know if there are any real problems.  i don’t know the software, i’m used to windows, but it has a lot more kick.  maybe it’s the system i wrote.  what’s it doing?  it’s kind of anticipating what i want to do.  after a time or two, it lines up the steps as if it’s a macro.  hmm.  well, play with it and see how far you can go is all i can suggest.  i just wrote the operating system, and i didn’t write it to fuck around with other people’s work.
tablet: with quantum tablets, the process is more like making a comic book.  we all know how to do that, right?  the girl’s never made a comic book but everyone else has done it at least once.  she tried to make a newspaper at that age, but couldn’t figure out how to make copies.   easy.  6 panels a page, as few words as possible, thought bubbles.  not really good comparison.    like comic book.  boy and fairy have worked on comic books; girl wasn’t allowed to read them (mom said stunt intellectual growth).
tablet: when kurt shows up with the kernel finished, all the design goes out the window.  kurt introduces the quantum tablet, and the team abandons their work to date in favor of its more elegant way of gamebuilding.  he introduces the quantum tablets and the level editor and they begin.  animation is different with quantum tablet.  security footage input and montaged and divided into types for each character choice.  can choose gestures and build whole body language feature.  redivision of labor, creating clouds, then carnival levels, then antarctica level.  they start to work on it using the old divisions (carnival, carneytown, cloud),
snake delivers a quantum tablet to the authorities, who are perplexed.  snake delivers his immediately, [then goes back to kurt with a story.  they break it and hound him for another, so there’s a repeat of lose and replace, with kurt giving it to him in ever sloppier and cheaper forms, like a first generation ipad or even clunkier.  a gameboy.  a tamagotchi.  this gets sprinkled thru the chapter.]
tablet:  we were such amateurs, designing a game we clearly couldn’t handle, setting ourselves up as miserable losers.  the game we set our sights on wasn’t even playable the way we’d designed it.  but that was before the kernel changed everything.  like surrendering and waiting for the miracle.
tablet: comic book jobs: writer, artist, inker, colorist, letterer.  how does the quantum tablet affect that?  you draw it and then you stand in front of a camera and move, and the avatar looks and acts like you, just like that?  for backgrounds you scan in things close, then adjust a few things, and the kernel outputs something close that you can tweak.  it’s 3-d photoshop.  drag and drop.  i call it wishing upon a star.  but inker? letterer?  okay, they’re not the same.  kurt’s built a rendering engine that takes the most basic of input and intuits what you’re trying to build.  then you just tweak it.  so you design the textures and just have to tag them and the kernel places and adjusts them, and you list the features and they appear.  you just need to put them on the computer, and hte kernel does the rest.  and updates and builds are automatic and seamless.
work: suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink.
run into trouble requiring kurt’s fix, make progress, run into another snag and instathaw happens, their efforts result in a flash thaw and refreeze of realworld antarctic ice sheets.  then kurt fixes it and they finish making the prototype.  realworld antarctica thaws and flash freezes.  they trace energy to atlanta, play dumb with superiors.  supporters what antiauthoritarian society looks like. detractors (snake)
*
players can interact at will with other players on every level.  there are no social rules.  the only penalties are karmic consequences.  there are a lot of opportunities to practice quantum skills.  every object requires quantum skills, and they seem repetitive (flying and swimming and navigation are all related) but they all activate the movement chakra.  and the practice, under various pretenses, is the point.  the descriptions of what players can do on each level is a sample based on the two protagonists.  there are unlimited options for player choice and game experience, and these options can be taken up at any point on any level, depending on the player’s score.
don’t know where this goes.  the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both.  bandwidth because of the entanglement that saves downloading every little change to every single user.  and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out.  then you play it back and find out who won, which depends on both players watching the feedback.  preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter.
the development of the game is skewed from the beginning because of the kernel.  usually the art pass is made before alpha testing.  but in this case the art is delayed compared to the building of the game, and they have to catch up.
“the pulses of air by themselves do not constitute any sort of sound, which is obvious because 15-pulse air puffs remain silent no matter how many ears are present.  only when a specific range of pulses are  present is the ear’s neural architecture designed to let human consciousness conjure the noise experience.  in short, an observer, an ear, and a brain are every bit as necessary for the experience of sound as are the air pulses.  the external world and consciousness are correlative.  and a tree that falls in an empty forest creates only silent air pulses – tiny puffs of wind.  when someone dismissively answers ‘of course a tree makes a sound if no one’s nearby,’ they are merely demonstrating their inability to ponder an event nobody attended.  they’re finding it too difficult to take themselves out of the equation.  they somehow continue to imagine themselves present when they are absent.” P20-1
“it is not solely atoms and proteins that hold the answer to the problem of consciousness.  when we consider the nerve impulses entering the brain, we realize that they are not woven together automatically, any more than the information is inside a computer.  our thoughts and perceptions have an order, not of themselves, but because the mind generates the spatio-temporal relationships involved in every experience.  even taking cognition to the next step by fabricating a sense of meaning to things necessitates the creation of spatio-temporal relationships, the inner and outer forms of our sensuous intuition.” p175
move to cre8t – Most game designers tackle the problem of cheaters beginning in the design stage, making cheating expensive for the attackers and cheap for the defenders.  Anomia and Fairy would be expecting Snake and Josh to deal with this in their level and NPC designs.  But the boys were taking pains to arrange opportunities for rule abuse.  A lack of data integrity and security, easy to steal passwords, easily pwned property.  They set up avenues of internal misuse, back doors to modify the servers and software and data, codes to change the properties of objects, ways to subvert the NPCs, to gank and hoodwink and rip off newbies.  On-purpose bugs.
Everything you know about the classical world is wrong.  Space and time aren’t smooth and continuous, they mutate, and there’s no such thing as a fixed reference point, and what we consider constant values are different in other parts of the universe.  You’re not really touching the table, the electrical fields of your fingers and the table are repelling each other.  Things aren’t separate, because quantum entanglement links every particle to every other particle.  Spacetime has no meaning at all for entangled particles.
Space and time are byproducts of observation.  The observer is responsible for the passage of time and the distance of space, just by noticing them.  You create a timeline in your head by habitually noticing things – thinking about them,  interpreting them, running inner narrations about them, repeating and memorizing them, using them to symbolize deeper agendas, using them to reinforce patterns of neural firing, programming.  Your actions are mostly automatic, nerve-level reactions.  Your consciousness sits there alongside the autonomous functioning of the brain, and justifies things, passes judgment, moralizes.  All the while your conscious mind is thinking you are in charge of your thoughts and emotions, your motivations and your actions.  And this sense of personal free will is a total illusion, because your brain has already decided what your body is going to do and what you’re going to think about it before you consciously know it’s happened.  That’s kind of like fate, where you don’t have a choice.  I’m not sure I like that.  Well, it’s pretty neurotic to think you’ve got a choice when the decision’s already been made.  You might as well just go along for the ride.
spacetime is a lower order of being, all that tied up energy is a drag on the system.  that’s why the timeless is better than the daily grind.  real reality is timeless, this we see around us is the result of thinking, which creates awareness of the passage of time, which requires objects to mark and interact with.  time is an interaction, the interaction enables the flow of time, rather than the flow of time making the interaction possible.  out here is irrelevant.  because it’s all in here.  out here is merely a projection.  so i’m your projection?  k: pause, no, i would be your projection.  i’m the observer, but so are you.  k: funny, i usually see it as if i’m teh only observer in the cosmic experiment.  instead of it all boiling down to being inside my head, it boils down to infinite relative positions, all of them correct, valid, right.  (kurt becomes his conjugate wave)
*
the girl does the art pass, graphical features,  creates the npcs and scripts and nodes
the girl:  they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself.  she likes the boy for his warmth and his support, and appreciates the things he does for her.  the boy is not as smart or quick as she is, but she’s not the helpless thing he likes to think, and finds some of his attention cloying and restrictive.  and this annoys her.  because to her this just means they’re slow, and she doesn’t have time to play catch up.  the girl does the art pass, graphical features,  creates the npcs and scripts and nodes. the boy and girl test it but there’s nothing to test.  they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on.  creating the game she has very little interest in the carnival level because it’s not quantum.  She fiddles with the backgrounds and splash page / map overviews, and spends most of her time scripting the tutorials while fairy and the boys take care of levels 1 and 2.  the clouds are just an open area, and she takes over the manifestation process and lessons.
the boy builds the block mesh, adds design features, ground rules
the boy: the boy builds the block mesh, adds design features, ground rules. the boy and girl test it but there’s nothing to test.  they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself.
kurt works on the engine.  core functionality – renderer, physics engine, sound, scripting, animation, ai, networking, streaming, memory management, threading.  is very involved in building the game engine once the kernel is finished and locked, fixing bugs and adding features.
kurt: is very involved in creating the levels once the kernel is finished and locked.  he’s always stopping dead in his tracks to connect and do something in the game.  he works thru his custom-hacked bluetooth and his prototype glove,  and if he’s talking to someone else he’ll just trail off and zone out, his hand working madly by his side.  he’s very haggard and doesn’t sleep much.  when he’s sleeping he’s also programming.  his hands twitch like a puppy’s.
snake  animates the characters and objects. specifies nonstatic parts and links to associated mechanisms.
snake begins animating characters before the kernel is finished, claiming to be an expert.  not well done, animation is poor.  everything is cheap and handmade looking,  southpark etc.  but animation is where the quantum movement skills are practiced.  the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character.  ragdoll overdone.
snake: kurt explains quantum tablet; snake urges him to get it patented.  snake comes on board.  suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink.  snake animates the characters and objects. specifies nonstatic parts and links to associated mechanisms. fairy and snake get quantum powers by being in contact with boy and girl. snake steals quantum tablet.
“Conceal Evil in Altruism You have to seem like a good person, even if you’re not. If you ever need to take a negative action like criticizing behavior, blaming another person (whether it’s their fault or yours), or even yelling at the target, you should always find a way to wrap it in altruism. if you yell at your target for not doing something you wanted, it’s better to frame the outburst as a means of helping them. You can apologize for the outburst and tell them you felt they weren’t acting in their best interest. You’re sorry you got so emotional, but you care about them and want the best for them and it scares you to think that they don’t have their best interests at heart. On the other side of the coin, when criticizing someone else’s behavior, remind the target that you’re there for them no matter what horrible thing someone else does. Always ask how you can help rather than simply criticize what others do.”
“2) They tend to pick and choose their opponents carefully, either applying the hit-and-run approach against mere commentators supportive of opponents, or focusing heavier attacks on key opponents who are known to directly address issues. Should a commentator become argumentative with any success, the focus will shift to include the commentator as well.”
“manipulative Mary: These individuals are experts at manipulation tactics.  Is a matter of fact, you may not even realize you have been manipulated until it is too late.  These individuals figure out what your ‘buttons’ are, and push them to get what they want. Subtle jabs and put downs – you often don’t realize you’ve been put down until you start feeling bad Gossiping and snide remarks about you and other people in your circle  Why they are toxic: These people have a way of eating away at your belief system and self-esteem.  They find ways to make you do things that you don’t necessarily want to do and before you know it, you lose your sense of identity, your personal priorities and your ability to see the reality of the situation.  The world all of a sudden becomes centered around their needs and their priorities.”
“1. never outshine the master.  always make those above you feel comfortably superior.  in your desire to please or impress them, do not go too far in displaying your talents or you might accomplish the opposite – inspire fear and insecurity.  make your masters appear more brilliant than they are and you will attain the heights of power.” =p w/snake ???(ch 11).
fairy: determines locations of resources and other entities.  adjusting details, adding sound lighting and music.  rigid.  she wants everyone to do things her way, and is hypercritical of others. fairy and snake get it by being in contact with boy and girl.  the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things. offshores work to random.  vs snake: Scrutinize every offer and suggestion, no matter how innocuous.
fairy – I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.
fairy had shared her issues with the 7×7 grid of game facts with radhu, especially her difficulties fitting the different religious periods and technological advances into the array.  as they talked about it, it became apparent that radhu thought about these things very differently, in terms of changing styles of communication, of adaptation within a closed system, of different worldviews.  the first two levels were subsistence level, oral cultures, explaining things with myths and stories.  the second two levels were agricultural, their communication written, their explanations edicts and laws handed down from the gods. the fifth and sixth levels were industrial, the fifth focusing on the spread of knowledge and learning, and thinking was idealogical and dogmatic.  the sixth level was computerized and wireless, the control monolithic and sadistic, independent thinking was underground and individualistic.  and the seventh level was a leap into global consciousness, empathic and interconnected.  she updated the grid accordingly, and showed it to josh, who said ‘whatever.’  fairy was becoming dependent on radhu, like having an extra set of arms.  he was always asking for more work, and never asked for anything but her thanks, and always did professional work that she was not ashamed to call her own.  she appreciated him because he was so willing to be used.  she’d sleep with him if they were in the same country.
“Mary Sue has an unusual and dramatic Back Story. The canon protagonists are all overwhelmed with admiration for her beauty, wit, courage and other virtues, and are quick to adopt her as one of their True Companions, even characters who are usually antisocial and untrusting; if any character doesn’t love her, that character gets an extremely unsympathetic portrayal. She has some sort of especially close relationship to the author’s favorite canon character — their love interest, illegitimate child, never-before-mentioned sister, etc. Other than that, the canon characters are quickly reduced to awestruck cheerleaders, watching from the sidelines as Mary Sue outstrips them in their areas of expertise and solves problems that have stymied them for the entire series.”
plucky band:
random: does something backoffice with videogame, scores music maybe? takes some of fairy’s load and she doesn’t tell anybody.  random – (which gods support quantum and which religion would object?  fall out on hindu/muslim lines? no, both hindus and muslims claim quantum for their own against western secularism).
not quite hocus pocus, but when snake gets hold of it he’ll turn it into marketing mystique like dwave.  iae, artcriticese
*
work: “creating a prototype level usually involves the entire team.  the art team starts with the art pieces in the level, modeling, texturing, and animating them.  the programming team starts implementing the gameplay features necessary to play the level.  the design team begins building the level geometry. “the level geometry is essentially the 3d model of the level.  it can be built in a 3d modeling package or with a level editor.  the level geometry defines the spaces in a level – where the character can walk, jump, fall, or climb. “the level designer responsible for the prototype level uses the level diagram as a base to make a template, or ‘block mesh,’ of the level.  this is essentially a rough draft.  someone can play through the level from beginning to end to get a feel for what the level will be like.  the geometry is simple, with no extraneous details. “at this point, the art can be placeholder, which means it will be replaced later down the line.  some functionality, like a puzzle, a special feature, or a scripted event, may be missing at this stage, but the level designer should make room for this functionality to be added layer.” p18 “a game’s visual appeal is a huge selling point.  as any game developer will tell you, the ‘art style’ of a game is a hugely important decision, since art makes up most of the content in a game.  all game art – character art, background art, and user interface elements (such as the heads-up display, maps, loading screens and menus) – must be consistent with this overall art style.  usually, these different art assets are created by different people or teams, but on smaller teams, artists may be more cross-functional.  the overall art team creates character and background assets, animations, and effects that can enhance the prototype level to something the entire team is proud of.” p20 “once a character has been modeled and textured, it needs to be set up, or ‘rigged,’ for animation.  rigging a model is like forming a skeleton inside the character and assigning joints that an animator can work with.  most teams have a technical artist who can rig all the models….“the background artists, like character artists, create background models in a 3d modeling program like maya, 3ds max or softimage xsi.  background artists can also paint textures for both the level geometry and the background models.” p21 “the producer will work with both the lead artist and the lead designer to come up with a list of animations for every character.  fro there, the animators will take one character and create a base set of animations for it.  for most action games, a base set of animations for an enemy include an idle (standing and waiting) animation, a walk/run animation, an attack animation, a ‘take damage’ (get hurt) animation, and a death animation.”
work: they start with the cloud layer, because it’s simplest in architecture, and where the quantum stuff is most important.  the prototype level is the cloud level because you need all your quantum skills to do anything there.  just a huge sound-stage like area with fog and clouds and that’s it.  portals to the other levels just placeholders at this point, the same few graphics visible thru thin spots in the cloud.  the boy and girl test it but there’s nothing to test.  they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. antarctica in its current icebound form, west antarctica islands is the midway and east antarctica ice sheet is carneytown.  then they lay out the carnival layers.  we show them setting up and tinkering with the roller coaster and the tilt-a-whirl for gravity, momentum, speed and centrifugal force (amusement park physics), and this way we explore all the classical physics, including waves, thermal physics, electricity…explaining in a paragraph or two the physics behind each of the rides in level 2 midway.  we see them setting up level 3 carneytown as with areas for various statistical and relativistic jobs (the funhouse, messing with gameplay on level 2, winning for the house)
work: they stand on the clouds and watch kurt building the wireframe of levels 2 and 3.  they discuss changing the area into more of an antarctic landscape, with hugely exaggerated mountains on roller coaster island and an almost icecap smoothness under carneytown,  great effort into pretending it’s cold, wind effects and bunny suits, frostbite and debilitation / disfigurement.  impediments to movement outside increase sense of psychic effort.  practice classical physics by moving around on the ice like bumpercars, with angles and forces and momentum.  most things indoors on midway so not a problem there, could be in carneytown, especially for the freestyle player who likes to explore.  the hub is inside the mountain, with the mountain’s skeleton vaulting above them.  fairy and snake get it by being in contact with boy and girl.  realize they’ll have to test with outsiders.  they wave kurt over and discuss it with him, and he and the kernel transform the whole scene into a miniature present-day antarctica.  this quantum kernel has depths i’m only beginning to explore.  if the military ever got their hands on it.  i’ve made sure they won’t.  later snake asks what he meant by that.
work: they lay out antarctica levels, filling them with all the social constructs and quantum hints they can.  the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things.  okay to be sketchy here.
*
the vision is done three times.  the first time is the dreamiest, the most vague.  it’s all very significant but they don’t remember anything specific.  vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station.  then the next day in the retelling of it, they gradually come clearer on the message, the quest.  no, that’s the third time, when they get it right.  the second time it’s all about their powers, the plus.  with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight.  when is this, the third time gong thru the vision?  chapter 3 w/kurt, or 4 designing or 6 creating?  or 13 w/exkurt on cloud level at final testing.
resistance. what antiauthoritarian society looks like
then you make it
=p: assigned to this year’s con.  last job before retirement, bitter.
c3ll3r!:  nathan finding out things about this year’s con, interest in antarctica, game. volunteers but there’s nothing now, put on waitlist for testers. dad ridicules his interests, approves of sports.  work talks to kurt, sees gamegear.
“19.  know who you’re dealing with – do not offend the wrong person.  there are many different kinds of people in teh world, and you can never assume that everyone will react to your strategies in the same way.  decieve or outmaneuver some people aand they will spend hte rest of their lives seeking revenge.  they are wolves in lanbs’ clothing.  choose your victims and opponents carefully, then – never offend or decieve the wrong person. c3ll3r! w/dad. Fourth, noncooperation: the most oppressive of the old patterns are broken by refusal to participate; the destructive games stop because one person will no longer play”.
dad:
traits: Simple, decisive, Conscientious,  Superiority – He is always right, has to win or be in charge.
events:
work: at work rumors of more layoffs, industry changes, outsourcing lower levels
abuse: “He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves. Putting your partner down. Using Emotional Abuse.  “let’s start with the tags-to-riches, or pull-yourself-up-by-your-bootstraps, narrative.  the hero/heroins starts out poor and unknown (the precondition).  he or she undergoes a series of hardships:  the odds are against him/her (the buildup).  through an exercise of will and discipline, he/she does something extraordinary (the main event) and so achieves success (the purpose) and recognition (the result), and gains respect, fame, and/or wealth for the achievement (the consequence)…“by contrast, there is no honored narrative for the reality of americans who work hard and can’t climb the ladder of success because there are no rungs on it.  there is no classic american narrative for the cheap labor trap, in which  companies drive down the cost of labor by outsourcing and other means, thus trapping tens of millions of workers in low-wage jobs from which they cannot escape.” p29
mom: Seeing someone as a thing is the first step towards treating her like her desires, thoughts, and preferences do not exist (because objects don’t think).
sis: asked to leave private school (cigarettes). runs up credit card.
“victim. Because they are blameless and bad things keep happening to them, victims live in a bubble of negative feelings; self-pity, helplessness, hopelessness, depression, anxiety, anger and fear color their world. It’s difficult, if not impossible to help someone with a victim mentality because lacking an internal locus of control, they look to an external source to rescue them and give them what they feel they are owed.  take a victim stance in life. Treatment for them has become a lifestyle, and they get to stay in the problem, rather than move into the solution. If I get to be the victim, the overindulged one, the entitled one, the misunderstood one, the abused one and the wronged one, I don’t have to be responsible for myself. It is just that simple. Persons who feel victimized are often people who have become negative and developed a strong sense of entitlement.”
sis: “The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.
“Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.
“This treatment of the parents is a form of invalidation.  Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.
“Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.”
“They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!
“The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.”
later, nathan washes dishes by hand.  complains because already too busy, why can’t sis help.  sis has a word with dad, who brindgs home huge samsclub plastic plates and throwing them out afterwards.  save on water.
mom: mortgage and insurance 30% our salaries.  consume and buy more intelligently. walk away, move to cheaper place.
own my house.  really only rented, still not even paying principal. borrowing quality of life/lifestyle from banks and credit cards.  renting backward step, no equity, mercy of landlords, mark of failure as real adult homeowner.
The thing that matters is getting thru each day, not planning.  Let him plan, if he wants to.  It never works out that way, but it gives me some idea of what he’s thinking.
“One of the ways that academics seem to operate is through the posing of binary or structural opposites. It is comforting to know that if a thing is not this it must be that; what is not cold is hot. Never mind that we are capable of thinking about and experiencing an enormous range of temperatures, that heat is a relative term as is cold; structural opposition (Lévi-Straussian construction) enforces binary coding, usually with the additional motivation of fixing, or affixing, moral values. Because one is already conditioned to look at things as this or that, cold or hot, the value indicators are similarly binary: negative and positive. We need both, of course: polarity is a dependent relationship. But because of this tendency towards a tension of opposites, we end up limiting our transactions, our thinking, to bad and good. This is the outcome—if not the point—of children’s literature: it conditions us to distinguish bad and good, and to make a number of other associations with these terms; that which is considered good is that which beautiful, smart, nice, polite, fair or even white, obedient, tall, slim, quiet, and so forth. In fairy tales, the basis of what we now call children’s literature, a person’s inner qualities are instantly discernible from external attributes. Good and bad are physiologically, physiognomically manifest: the dark little crooked old woman in black with the wart on her nose is not going to be the hero. Thus a good person is also pleasant to look at and (as we know from television) has clean clothes, fresh breath, and carefully styled hair.”
give u some incite, Let me illiterate.  has to be written.
armchair authoritarian: “Simple, decisive, Conscientious,  Superiority – He is always right, has to win or be in charge. He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves.”
dad is ray, and mom is dot, he makes fun of her because he’s a ray of the sun and she’s a tiny speck of darkness.  same with angellica and nothin’.  don’t call him that; should have named him normal.  norml huh he sniggers, yeah we should have named the kid like illiterate hippies, should have named  him youwess armey.  he makes fun of all them for their names., talks to himself hoping they’ll hear and understand.
shit happens: antarctica thaws one minute, exaggerates the next, and goes back to normal.
they: trace energy drain to atlanta.  snake steals quantum tablet. you’re telling me it was nothing? tactic didn’t happen. If it’s not reported, it didn’t happen, and you never have to deal with the issues. we already understand the nature of reality, in principle, and that all that is left to do is to fill in the details.  quantum reality is impossible, inconceivable.
“Indochina itself was not a major concern, despite claims about its rich resources by President Eisenhower and others. Rather, the concern was the “domino theory,” which is often ridiculed when dominoes don’t fall, but remains a leading principle of policy because it is quite rational. To adopt Henry Kissinger’s version, a region that falls out of control can become a “virus” that will “spread contagion,” inducing others to follow the same path. In the case of Vietnam, the concern was that the virus of independent development might infect Indonesia, which really does have rich resources. And that might lead Japan — the “superdomino” as it was called by the prominent Asia historian John Dower — to “accommodate” to an independent Asia as its technological and industrial center in a system that would escape the reach of U.S. power. That would mean, in effect, that the U.S. had lost the Pacific phase of World War II, fought to prevent Japan’s attempt to establish such a New Order in Asia. The way to deal with such a problem is clear: destroy the virus and “inoculate” those who might be infected. In the Vietnam case, the rational choice was to destroy any hope of successful independent development and to impose brutal dictatorships in the surrounding regions. Those tasks were successfully carried out. The most important victory of the Indochina wars was in 1965, when a U.S.-backed military coup in Indonesia led by General Suharto carried out massive crimes that were compared by the CIA to those of Hitler, Stalin, and Mao. The “staggering mass slaughter,” as the New York Times described it, was reported accurately across the mainstream, and with unrestrained euphoria. It was “a gleam of light in Asia,” as the noted liberal commentator James Reston wrote in the Times. The coup ended the threat of democracy by demolishing the mass-based political party of the poor, established a dictatorship that went on to compile one of the worst human rights records in the world, and threw the riches of the country open to western investors. Small wonder that, after many other horrors, including the near-genocidal invasion of East Timor, Suharto was welcomed by the Clinton administration in 1995 as “our kind of guy.” Years after the great events of 1965, Kennedy-Johnson National Security Adviser McGeorge Bundy reflected that it would have been wise to end the Vietnam war at that time, with the “virus” virtually destroyed and the primary domino solidly in place, buttressed by other U.S.-backed dictatorships throughout the region. Similar procedures have been routinely followed elsewhere. Kissinger was referring specifically to the threat of socialist democracy in Chile. That threat was ended on another forgotten date, what Latin Americans call “the first 9/11,” which in violence and bitter effects far exceeded the 9/11 commemorated in the West. A vicious dictatorship was imposed in Chile, one part of a plague of brutal repression that spread through Latin America, reaching Central America under Reagan. Viruses have aroused deep concern elsewhere as well, including the Middle East, where the threat of secular nationalism has often concerned British and U.S. planners, inducing them to support radical Islamic fundamentalism to counter it.”
media: minithaw.
tactic bump and Run. Scantly report incriminating facts, and then make nothing of them.   “Ordinary people shone that morning. They were not terrorized; they were galvanized into action, and they were heroic. And it didn’t stop with that morning either.  That day, that week they began to talk about what the events of 9/11 actually meant for them, and they acted to put their world back together, practically and philosophically.  All of which terrified the Bush administration, which soon launched not only its “global war on terror” and its invasion of Afghanistan, but a campaign against civil society.  It was aimed at convincing each of us that we should stay home, go shopping, fear everything except the government, and spy on each other.”
authoritarian culture: minithaw. exploitive of others,.  “The warm, sanitised, consumer-friendly realm offered by shopping malls represents an important instance of the former. In contradistinction to the unpredictable, democratic ‘messiness’ of urban streets, malls make systematic use of private patrols and camera surveillance to create what Coleman and Sim call a moral order of consumption; something which entails the exclusion (on grounds of property, rather than criminal, law) of those ‘flawed consumers’ who are unwilling or unable to be seduced by the market. In respect of the latter, walled, gated, privately policed enclaves — currently most evident in Southern California and elsewhere in the United States, though also apparent (in embryonic forms) in parts of Britain — serve as a means of physical protection, and a vehicle for protecting the value of economic capital; both of which are predicated on the essential ‘unliveability’ of civil society beyond the walls. As such, the commodification of policing and security operates to cement (sometimes literally) and exacerbate social and spatial inequalities generated elsewhere; serving to project, anticipate and bring forth a tribalised, ‘neo-feudal’ world of private orders in which social cohesion and common citizenship have collapsed.[9] A primary characteristic of neofeudalism is that individuals’ public lives are increasingly governed by business corporations. increasing amounts of public space become the real or de facto property of privileged apartment owners and business-run complexes like shopping centers and malls, these areas come to be defined, adjudicated, and regulated by the laws on private property and commercial legislation and practices. With more and more public life now taking place on privately owned mass public property, the definition of “deviance” within such areas turns on the particular logic of private ownership, profit-making, and resource protection. With “security” tailored to protect such spaces, social control agents shift their attention “from discovering and blaming wrongdoers to eliminating sources of…threats in the future”. Thus, as relatively heterogeneous urban public spaces are transformed into symbolically gated homogeneous private regions, and overburdened and fiscally strapped governments transfer responsibility for protecting and regulating “mass private property” to the private security forces attached to it, a “new class of ‘offenders’ [emerges] — those who create opportunities for threats against the interests of the client”. Out of such a marriage of business and government, a symbiosis emerges between the commercial sector’s own private security forces and the local government’s police forces, with repressive outcomes shaped by profit-driven definitions of deviance and a commodification of social control.”
authoritarian culture: “Persecution and past abuse are often the causes – or at least the antecedents – of the pathology.  , grandiose, assumption of superiority.”
conscious self-inflicted decline. “From the 1970s, there has been a significant change in the U.S. economy, as planners, private and state, shifted it toward financialization and the offshoring of production, driven in part by the declining rate of profit in domestic manufacturing. These decisions initiated a vicious cycle in which wealth became highly concentrated (dramatically so in the top 0.1% of the population), yielding concentration of political power, hence legislation to carry the cycle further: taxation and other fiscal policies, deregulation, changes in the rules of corporate governance allowing huge gains for executives, and so on. Meanwhile, for the majority, real wages largely stagnated, and people were able to get by only by sharply increased workloads (far beyond Europe), unsustainable debt, and repeated bubbles since the Reagan years, creating paper wealth that inevitably disappeared when they burst (and the perpetrators were bailed out by the taxpayer). Failure by Design. The phrase “by design” is accurate. Other choices were certainly possible. And as the study points out, the “failure” is class-based. There is no failure for the designers. Far from it. Rather, the policies are a failure for the large majority, the 99% in the imagery of the Occupy movements — and for the country, which has declined and will continue to do so under these policies. One factor is the offshoring of manufacturing. As the solar panel example mentioned earlier illustrates, manufacturing capacity provides the basis and stimulus for innovation leading to higher stages of sophistication in production, design, and invention. That, too, is being outsourced, not a problem for the “money mandarins” who increasingly design policy, but a serious problem for working people and the middle classes, and a real disaster for the most oppressed,” in the realworld”
“our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need. People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.”
*
ingame/npc: “Hiding a big Secret. Having a big secret that is scarcely referred to and hidden be an NPC, when shared only with the player, or found out by him gives Depth to the NPC.  Hiding Emotions. An NPC that is trying to cover a strong emotion by another, when found out by the player can gain immense depth. (e.g. hiding fear with Sarcasm, Love with unnecessary toughness, etc.)  NPC Emotions affect gameplay. Making the NPC’s emotions affect gameplay and vice versa helps deepen the character of the NPC.  Give the Group Deep Attributes. Traits such as an Aesthetic culture, having ancient Wisdom, Carrying Mysterious knowledge of Nature and Creation, Being Noble, etc. add a lot of depth to a culture.  Two NPC’s Think the same way. When two or more NPC’s think the same way and complement each others thoughts and dialogs, a sense of prior history is created between them. This creates chemistry between the NPC’s.  Two NPC’s have an ongoing Argument. If two or more NPC’s have an ongoing argument about past events or current tastes, it also adds to their history and gives a sense of chemistry. This also creates a feeling of affection between the NPC’s, because it shows they haven’t left each other despite their argument and disagreement.”
“Character Arcs don’t come easily to an NPC. The NPC will need to struggle a lot along a rocky path, going through emotional, physical and mental delusions, distress, enlightening and change in order to “Travel his Character Arc”. This must be shared with the player, therefore if an NPC does not appear regularly to the player, giving it an arc will look stupid!  One Arc is more than enough. There is very little space and time in a game to give any single NPC more that one character arc (e.g. Timid-> Brave, Material -> Spiritual, etc.). More than this might confuse the player to as who the NPC is and why he is changing so often.  Discarding Masks is a good Arc. Some NPC’s might be using masks to hide their true nature or feelings from the player. If the NPC can travel his/her arc behind this mask, then drop it when he has grown, the player will be impressed by that character’s change.  Too much Uniqueness can cause engagement rupture!. If a character diamond, along with its quirks is so unique that the player cannot identify with it (e.g. a mother character that is evil and jealous and burps all the time!) the player will loose interest in him/her.”
“Let the player invest into an NPC. An NPC that the player has invested a lot in, creates a rooting interest. E.g. if the player has been giving an NPC lots of attention and gifts to get him on his side, the player will have a strong emotional bond towards that NPC.  Make the Player Responsible for an NPC. Characters that the player is responsible for (protecting them, killing them, guiding them, etc.) immediately have more rooting interest than others, especially if they are sympathetic to the player.  Flip Rooting Techniques to get “Hating Techniques”. If a Rooting technique is reversed (e.g. instead of an NPC showing braver, showing fear and running from battle) the players emotions can be manipulated to hate that character (note that this is different from a player’s indifference towards an NPC). This allows us to tune the player’s emotions towards NPC’s quite early in the game.  NPC reads Player’s mind! Every NPC’s dialog can be tuned, so her or she “knows” about past events that the player caused. This will allow the NPC to know the history of the player. When this history is referred to by any NPC, it makes that NPC seem to have a common past with the player. This makes the NPC immensely interesting to the player.  The NPC has things in common with the Player. If the Player finds out that the NPC has had a past that resembles the current path that the player is taking in the game-world, especially if they both had similar problems, the player will have chemistry with that player.  Complementary Skills. If among a group of NPC’s and/or players, skills available to each member, complement those available to other players, a necessary dependency and bond is created between them.  Members of a Group Saying good things behind each other’s backs, even if they don’t to their Faces. Teasing or apparent antagonism between group members, when combined with good words that members say behind each other’s backs, creates an atmosphere of trust between members, and makes the player feel a strong bond in the group.  Player is forced to do Evil. Forcing the player to do Evil (e.g. in order to prevent even greater evil, or in order to be able to do good subsequently) puts him/her in an emotionally complex situation. Doing Evil can be hurting good people, helping bad people, betraying a friend or group, joining up with evil forces, destroying something that belongs to the good, creating something that can cause potential evil, etc.  Ambivalence towards a previous friend. Finding out that a friend was actually following their own agenda in helping the player creates ambivalence and a complex emotion.  Ambivalence towards a previous Enemy. Finding out that someone who was an enemy, had to do what they did to the player creates emotional complexity, because whereas the player hated that enemy before, now he/she is forced to consider their position. The same thing might happen if the player finds out that his enemy has had a painful past, or is dying a terrible death, is helpless, or can actually cause great good at some points in the story.  The Player finding out that he/she has been tricked or used. If the player finds out that he has been tricked or used by evil forces to do evil, or by good forces to do good, he will have an emotionally complex feeling towards those forces. The same holds true, if he thought he was doing the “right” thing all along, and suddenly found out it had terrible results, or vice versa. In a Weird way, even if some NPC tricks the player into doing good the player will feel an emotional complexity.  Good and Evil are not White and Black. A Clash of interests between two factions in the game world could be used to put the player on the side of one faction (maybe because they are more pretty, cuter, more helpless or weaker.) causing the player to realize later on that helping that faction wasn’t necessarily helping the good, but rather just serving one cause and harming another equally valid one will create mixed feelings in them.  The Story makes Spiritual Forces Palpable. Spirituality and spiritual forces made visual and active, be it in the game world or the player and NPC’s add to the plot’s depth.  Create Guides and Helps to show the Player what the intended Character Arc is. The game world and NPC’s should provide the player with hints towards what he should change in himself. E.g. killing innocent people should be punished in gameplay if the Character arc is changing from a selfish person to a protective guardian.  NPC’s in various places refer to each other. If NPC’s in different parts of the world seem to know each other, or at least have heard of each other the playe rwill feel like living in a cohesive world.”
ingame: “Following a small prelude, there are four “chapters” in the original game, with each chapter consisting of a general storyline (the first chapter, for example, deals with a mysterious plague in the city of Neverwinter), and within each chapter, there are many quests, subquests, and mini-storylines. Depending on specific quests completed, and specific items kept, some storylines are continued throughout the entire game (such as Henchman or Aribeth’s tales). Completing many of the side quests will give the player’s character more experience (and special items), making him/her level up faster and continue to make the game easier as the player progresses. For example, completing all quests in the first and second chapters will place the player in Chapter 3 with a 13th level character, instead of a 10th.”
best graphics – star wars 1313

ENGINE,
engine tasks specs: “[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph.  scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]”
thousands of square miles in each ring, millions of players in each of a dozen cities of hinterlands, densities ranging from 30-50/mi for ring 1 to 50,000/mi for ring 6.  in ring 3 cities can have 12,000 – 200,000 per city.
engine antarctica tasks specifics specs:  program: “Each full region (an area of 256×256 meters) in the Second Life “grid” runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in the region, as well as providing communication between avatars and objects present in the region. Every item in the Second Life universe is referred to as an asset. This includes the shapes of the 3D objects known as primitives, the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID.[57] Assets are stored on Isilon Systems storage clusters,[58] comprising all data that has ever been created by anyone who has been in the SL world. Infrequently used assets are offloaded to S3 bulk storage.[59] As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity.[60] The asset servers function independently of the region simulators, though the region simulators request object data from the asset servers when a new object loads into the simulator. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 255 separate primitives. Additionally, each player’s avatar is treated as a physical object so that it may interact with physical objects in the world.[61] As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once.[62] Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux.[63] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO of Second Life, has stated that a while after everything has been standardized, both the client and the server will be released as free and open source software. “
program antarctica way specific specs: “Some problems faced by MMORPGs: · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively.  · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power.  · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior. How Cloud Computing can help: Cloud vendor takes care of SLA Management  Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2′s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D.  Deployment of new DataCenters  Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor. “
peripherals: graphics: “A voxel (volumetric pixel or Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a pixel, which represents 2D image data in a bitmap (which is sometimes referred to as a pixmap). As with pixels in a bitmap, voxels themselves do not typically have their position (their coordinates) explicitly encoded along with their values. Instead, the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). In contrast to pixels and voxels, points and polygons are often explicitly represented by the coordinates of their vertices. A direct consequence of this difference is that polygons are able to efficiently represent simple 3D structures with lots of empty or homogeneously filled space, while voxels are good at representing regularly sampled spaces that are non-homogeneously filled. A generalization of a voxel is the doxel, or dynamic voxel. This is used in the case of a 4D dataset, for example, an image sequence that represents 3D space together with another dimension such as time. In this way, an image could contain 100×100×100×100 doxels, which could be seen as a series of 100 frames of a 100×100×100 volume image (the equivalent for a 3D image would be showing a 2D cross section of the image in each frame). Although storage and manipulation of such data requires large amounts of memory, it allows the representation and analysis of spacetime systems.”
peripherals 3-d/photorealism: “The necessary bounds for true photorealism are set by the physical limits of the human eye, Sweeney explained, which can only process the equivalent of a 30 megapixel image at about 70 frames per second. Given current trends, monitor display technology should be able to handle that level of detail for a small area in just a few more generations. Projecting that level of detail across a larger, 90 degree field of vision would take an 8000 x 6000 pixel display, which is still quite far off but “within sight,” Sweeney said. But simply pushing polygons isn’t enough to get true realism. The ability to trace the subtle interplay of light on various surfaces is also key to creating a realistic scene. Yet the vast majority of current-generation games use a “two-bounce” light processing algorithm of the type used in games going back to 1999’s Unreal. We’re just now seeing much more convincing “three bounce” light processing in demos like Samaritan, which Epic showed off at last year’s GDC. And while Samaritan’s 2.5 teraflops (that’s trillions of floating-point operations per second, laymen) is a far cry from the 10 megaflops that were needed to power the original Doom, we’re still a good deal short of the 5,000 teraflops Sweeney calculates we’d need to process a fully realistic 3D scene in real time. upcoming Sony sunglasses with transparent lenses that allow for hands-free image projection in a way that hasn’t seemed cool since the ’80s. He also predicted that increasing scarcity in real goods may drive up the value of increasingly realistic virtual goods, to the point where the market rivals the $25 trillion worldwide trade in real estate. Whatever form the interface takes, though, the change caused by truly realistic real-time modeling is going to be truly revolutionary, Sweeney said. “When a whole generation of kids is raised with those devices pervasively around them, it’s going to change the world,” he said. “I see a bright future for computing and its implications on games. I see the ability as developers to exploit another 1,000-fold increase in power on platforms… I think our industry’s brightest days are yet to come.””
“Today’s processors spin at several billions of cycles per second and have an insatiable need for data. As you add more cores to a processor, even if you don’t ramp up the clock speed, you make the memory bandwidth problem worse, seeing as how current memory modules have long traces between memory chips and their pins, which require lots of power and time to send a signal.  The answer that most chip makers have to this problem is to go vertical – to stack up chips in three dimensions. In the case of HMC memory, you stack up chips in cubic arrays and connect them in parallel to a logic layer and a package substrate – like the pin-out on a CPU – to build a structure that has shorter paths, can run faster, and uses less energy. Prototype HMC blocks that have been manufactured to date can deliver around 128GB/sec of bandwidth into and out of the memory block using DDR3 memory chips, compared to 12.8GB/sec for 1.33GHz DDR3 memory sticks made in a conventional 2D layout.  Micron and Samsung formed the HMC consortium along with field programmable gate array makers Altera and Xilinx as well as Open Silicon in October 2011, and in December the two primary vendors behind the effort said they had tapped IBM Microelectronics for manufacturing breakthroughs relating to the Through Silicon Vias, or TSVs, to link DRAM chips together and to controllers that implement a crossbar interconnect that play traffic cop across the cube of memory circuits.  This May, Microsoft joined the HMC consortium. The company has a direct interest in memory technology because of its Xbox game consoles – and now its Surface fondleslabs – and an indirect interest because of its dominant position in the PC and server rackets and its status as a provider of raw computing from its Azure cloud.  At the time, the consortium said that 75 companies had contacted it with interest in joining the HMC effort and participating in specification development.  Now, ARM Holdings, which hopes to get its foot in the server door soon with its low-power RISC processors, has joined the HMC effort and so have server and switch maker HP and memory maker SK Hynix. The number of HMC tire kickers is now up to 90, according to a statement put out by Micron.”
“if you are living from the context of the old world view, and you are unable to make that distinction in your awareness, you are going to be shaped by the ‘laws’ of that system, by default – just because it’s already ‘there.’” p20 “in a world of solid objects we attempt to manage our results by force – pushing or pulling on circumstances (people, emotions, things) to get something to happen.  there is nothing i can do about ‘fixes’ circumstances except try to change them, or at best, adapt myself around them, a victim of circumstances.” p20 “when you understand that our institutions are born from the outdated idea that matter is fundamental, you begin to understand why western medicine, as brilliant and groundbreaking as it is, has primarily focused on the physical body, rather than on our multi-dimensions, including energy, subtle energy, spiritual, and mind influences on health.  you can see why medicine was led to focus on isolated parts or singular chemicals of the body rather than on integrated whole systems.” p20 “when you distinguish the characteristics of the old world reductionist view that ‘the whole is equal to the sum of its parts,’ you get insight into how holding things as separate and disconnected might enable the ambiguity of killing people who have committed crimes while fighting vehemently for the rights of unborn fetuses or cells in a petri dish. “you glean that a reality system based in the physical dimension would condition us to make judgments about and even reject others just because they look or think or act differently than we do. “when you see that we’ve been embedded in a world view of parts and separateness, you sense that the erroneous notion of being separate could lead to equating differences with antagonisms and result in the unabashed lunacy to think hat just because you believe something that it is ‘absolute truth.’  you see how this fiction about the nature of reality – that we are separate from one another – could be the source of a horrific movement to kill off people of all religions or cultures other than your own, whether killing them off physically or spiritually.” p22 “when you realize that so much of life has become mechanical and that mechanical means unconscious in the sense of being unaware and automatic, you can understand how we have merely endured these glaring, blaring inconsistencies, feeling hopeless to do anything about them, though we’re tired to the bone and weary to the brain of our same old problems.  we speak here not of your private set of ideas and beliefs; we are talking about a backdrop of our world stage that has been centuries in the making.. “when ou understand that we have attempted to improve things using the push-pull force characteristic of old world view thinking, you can see why worthy solutions have eluded us.” p25 “quantum physics indicates that there  is no ‘way that it is’ out there – that our ‘knowing’ affects our reality, that our intent affects our reality, that the observer shapes the reality.  we live no longer in a limited world of fixed either/or options.  we have entered the world of both/and, the world of infinite possibility.  we’ve moved from a world of fixed, determined certainty to a world of uncertain, probable possibilities where we, as the human observers, are shaping what we see in our ‘observer-created reality.’ “in the quantum age, we are no longer victims of unchangeable, fixed circumstances.  we are reality generators in a quantum field if infinite possibility.” “
*
level 1 is classical physics, where you learn how to physically control gravity and speed etc.
level 2 is relativity, where you learn the exceptions to and limitations of classical physics; the cheats.
level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.
the horizontal level is where you learn entanglement, astral movement, etc.
antarctica is where you learn how to change the world
level ! is where you learn how to create the world you want to live in
level !n is where you learn how to be god
classical – amusement park rides and arcade games
relativity – winning for the house (the rudiments of capitalism)
quantum – mind over matter, connection = power
physics on each level is appropriate to the level, so classical physics on level 1, but time dilations, black holes and other ‘cheat’s work on level 2.  levels 3 and ! and !n are entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.
in level 1/2 you are asked to apply for a job.  request.
in level 2/3 you find a wormhole, get bad news and a quest and have to swim for it  quest.
in level 3/horizontal you explore multiple worlds by flying thru wormholes and get stuck at the other end.  exploration.
in horizontal/antarctica you have to swim for it using your skills.  survival.
in ring 1/2 you are invited / kicked off and ride in a boat to go to school.  training.
in ring 2/3 you pilot a boat and crew to a distant land where adventure awaits you (another quest).  normal life.
in ring 3/4 you make your way by foot overland thru wilderness filled with challenges.  committing, testing skills
in ring 4/5 you ride to remote places with extreme cultures.  learning to work together.
in ring 5/6 you journey in caravans with many others to the great city.  sharing a greater purpose.
in ring 6/7 you fly to the final confrontation.  acting on principle.
*
don’t know where to put this caricature of woo.  “orgone generator neutralizes the DOR fields which surround ELF and Microwave cell phone towers, alien Reptilian portals, satanic ritual sites, masonic temples, and nuclear reactors.”
“Many people notice positive emotional effects in the presence of orgone generators. Mood and emotions tend to elevate. Some people who have trouble falling asleep report that they can sleep better and more soundly with an orgone generator in the bedroom. Many people have noticed that plants grow more vigorously in the vicinity of an orgone generator.”
“I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.”
“When you cut a piece of wire to a specific length known as the “cubit” length, that wire will resonate or act as a transformer to special cosmic energies and draw that energy into the wire. There are many different “cubit’ lengths used by advanced civilations down through the ages. In a phone conversation with Slim Spurling in February of 2005, Slim mentioned that he found that the ancient Egyptian Royal cubit (524mm +/- 2mm) to be more useful for bio-physical energies and Hans Becker’s “Lost” cubit (596.6714mm or 23.491″) more useful for emotional and mental energies.”
“pipes can act as wave guides for orgone energy. Chembuster will encourage the presence of Sylphs, air elementals which have the ability to transmute the toxins embedded within chemtrails  into non-toxic substances. The more heavily laid the chemtrails in your area, the longer it takes for the CB to gear up to the task of dispering them.”
“Beyond applications for psychic and psychotronic protection, a Powerwand can be programmed with your intentions to address any problem or concern. Most people don’t realize that human beings can literally affect the direction of reality with their thoughts (focused intent). The effect is more powerful when coupled with an emotional charge. I programmed the Powerwand seen below with my focused intent (along with many other people) to deactivate and weaken Hurricane Wilma on October 23, 2005 when it was building up strength in the Caribbean, on its way to Florida. If you recall, Wilma fizzled beautifully and was a non-event, despite the best efforts of the HAARP, the military boys with GWEN, and the ELF tower operators.”
“Scalar waves generated in the body also provide an energetic communication system that connects all cells. This energy contains the power of the universe and has unlimited potential.”
“Thoughts and emotions have an electromagnetic frequency vibration that is perceived by every cell in the body through the instant communication system of scalar waves. Negative thoughts and emotions can interfere with the electromagnetic, biophoton signaling at the cellular membrane and DNA levels. When this happens, the communication signals become chaotic and cellular information and instructions for enzyme and protein formation become blocked. In conclusion, our positive beliefs and intentions act to enhance the body’s natural flow of scalar energy primarily produced by the heart, vascular system and supercoil DNA. Scalar waves provide a zero-point or vacuum field of unlimited potential. This field neutralizes chaotic incoming signals from the environment and from our negative thoughts, thereby allowing our cells to utilize their own innate wisdom for self-healing.”
“one large crystal is centered at the tip of a Royal Cubit spiral coil located in the center of the HHg and orientated in the vertical plane. The remaining four quartz crystals are located closer to the bottom of the HHg and are laid out in the horizonatal plane forming a “+” design. I include two Royal cubit coils with every HHg: the inner cone shaped 3X Royal Cubit spiral coil is placed near the top of the HHg and a flat, pancake shaped 3X Royal Cubit coil wound in the SBB coil configuration is placed at the very bottom.  Since I’m adding at least two coils to the larger orgone generators, I’ve decided to make one coil based on the Royal cubit length and the second coil based on Hans Becker’s Lost cubit length. Any multible length of the cubit unit will produce the desired results. You can also use a 1/2, 1/3, or 1/4 fraction of the cubit length to give you a similar resonant effect, but usually not as stong as the whole cubit unit length. When you coil the wire, you force the orgone energy into a spiral movement. If the coil is laid out in a flat plane, the energy will spread both laterally and vertically. If you stretch the coil into the vertical plane, you have a vertical cone shaped spiral which drives the energy towards the tip of the spiral in a vortex fashion.  a crystal that was 6-8 inches long and about 1 inch in diameter. He embedded the mobius-wrapped crystal within the resin/metal matrix using a 3″ copper pipe that was 9″ long with copper end caps installed at both ends. The copper pipe made a strong casing for the PW, but it also made it too heavy if you want to carry it around with you.  a 3 inch cylindrical shape, but without the copper pipe casing, preferring to add the cooper to the resin as shavings and copper coils. I use three different copper coils based on sacred geometry in each Powerwand: I also include a silver Star of David, based on the Royal Cubit, at the base of the PW cylinder, just below the SBB coil. I always install a 2.5mm jack on the upper facet of the crystal so I can plug a gold plated 2.5mm plug audio cable into the SP Pulser and pulse the Powerwand externally using a cable, rather than having the SP Pulser enclosed within the lower copper cap and hard wired to the crystal. All Mega Powerwands come with a 4X Royal Cubit SSB coil installed on the bottom. The Sacred Geometry includes a Star of David design (based on 523mm ‘Lost Cubit’ from Hans Becker) made of silver wire and individual double terminated quartz crystals located at each corner of the Star, wrapped with nodal coils, and centered with silver wire hexagons. A plastic bag of gemstones is sandwiched between the two silver hexagons. A resin/metal matrix is then added to the top of the Star of David nodal crystals and allowed to cure. After the resin cures, the big crystal with its mobius coil and Silver Wrap coils is installed with a 5X Royal Cubit 18 gauge copper coil (wound clockwise) surrounding the crystal from its base to just below the top surface of the resin. Metal shavings mixed with the polyester resin for the Mega Powerwand include.”
“human evolution is measured not only by the expansion of power over nature, but also by the intensification and extension of empathy to more diverse others across broader temporal and spatial domains. Biologists and cognitive neuroscientists are discovering mirror-neurons–the so-called empathy neurons–that allow human beings and other species to feel and experience another’s situation as if it were one’s own. We are, it appears, the most social of animals and seek intimate participation and companionship with our fellows.”
“HCPs have a life-long personality pattern of distorted thoughts, emotions, and actions. Time after time, they avoid taking responsibility for their problems. They repeatedly argue against feedback, regardless of how helpful and truthful it may be. And over and over again, they try to persuade others to agree with their rigid points of view and help them attack their targets of blame.
“High-conflict people consider themselves as an injured party; a victim, even, of the shortcomings of others. The issues may come and go, but their personality traits keep them in conflict. They never learn from their experiences. The cliché “He would cut off his own nose to spite his face” was written for them, especially in legal disputes
“HCPs are prone to the following thoughts, feelings, and actions:
“They split, or engage in all-or-nothing thinking
“They may not analyze situations, hear different points of view, or consider possible solutions. Things must be their way, and they’re not willing to be flexible or compromise because it feels like everything is at stake.
“Their negative feelings shape their reality (“feelings equal facts”)
“They base their view of themselves, situations, and others on what they’re feeling at that moment rather than objective reality.
“For the most part, their emotions are intense and fluctuate rapidly
“This is practically the definition of BPD and typical of vulnerable NPs. An exception is grandiose NPs, who manage their own shallow feelings while manipulating others to do their bidding. Their arrogance and insensitivity devastates and angers those around them while the HCP remains clueless about why others are making such a fuss.
“They have difficulty empathizing with others
“People with BPD are too self-involved, and people with NPD see others as chess pieces on the black and white chessboard of their life.
“They have a hard time accepting and healing from a loss
“High conflict people seem stuck in the anger stage. They will fight for years to prevent the feeling of loss in a relationship. “Even decades later, being reminded of a prior abandonment can trigger intense emotions almost as if it was yesterday. An “HCP might engage in:
“Stalking
“Getting revenge on those who leave (such as destroying possessions or threatening a family pet)
“Prolonging divorce and custody proceedings
“Continually changing their mind about ending the relationship
“Promising big changes at the last minute to keep the other person from leaving a relationship
“Threatening to leave the relationship in an attempt to scare the other person into begging them to stay.
“Their behaviors are extreme, in keeping with their distorted thoughts and feelings
“Playing the blame game unconsciously helps them feel safer, stronger, and better about themselves. They’re constantly in distress and oblivious of the negative, self-defeating effects of their own behavior. In a sense they are emotionally blind. “Since HCPs can’t see the connection between their actions and their consequences, their difficult behavior continues and their conflicts grow.
“They’re preoccupied with blaming others and don’t take responsibility for their actions
“Negative advocates are usually family, friends, or professionals who help in blaming the target and escalating the conflict. “If the HCP is your partner, typical negative advocates usually include your partner’s immediate (and usually dysfunctional) family, who are convinced you’re an abusive person to their innocent child, sister, or other family member.”

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About jeanne

artist, grandma, alien

Posted on January 29, 2013, in Outline. Bookmark the permalink. Leave a comment.

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