So who else wrote instruction manuals for imaginary video games as a kid?
E.g. the instruction manual for an imaginary platformer had a long list of levels with their descriptions, together with a list and pictures of every power-up etc.
I had at least one series called "and Fly", where you played some bug. Started with, I think, "Plant and Fly", in which you were in a garden/forest, followed by the sequel "Home and Fly" in which you were in someone's home.
I _think_ the bug in "and Fly" was a crashed alien and had to reassemble the components for its flying saucer, but not sure. At least in the first game. Dunno what it was doing in the second one.
The "Dimension Machine" series was based on something we used to play with my friend Eero. The swings in our courtyard were the titular machine, used to travel between dimensions.
Food Dimension (where everything was made out of food), In-Between-Dimension (that you had to travel through to get to any other dimension), Game Dimension (filled with all the characters from _real_ video games), Monster Dimension (the normal HQ of the bad guys), etc.
The pretense was that each time we played this, it was one movie, being produced by The Producer. Before not too long, The Producer was kidnapped and replaced by the impersonator, The Fake Producer. He and his children became the recurring villain.
And then when I imagined the video games made from the Dimension Machine series, The Producer and The Fake Producer were obviously recurring characters there as well.
The Dimension Machine series spanned game genres. There was a platformer, a Gradius-style shoot'em'up, a SimDimension game which had you building your own dimension, a real-time strategy, and so on. Each with its own instruction manual, of course.
Most of these were for the imaginary game console "Captain Help", a name which I picked after I found out that Nintendo had a character called "Captain N". Also the name of my imaginary megacorporation that did everything (including consoles) was "Kaj's Help INC".
So then I would also write issues of the "Captain Help News" magazine, loosely powered after the content in the local Nintendo Magazine. IIRC had game reviews of imaginary games, news items, explaining new consoles and accessories, etc.
There were also some games where the first level was near my (and Eero's) home and then you went through basically all the places around our home and town, and traveled to random foreign places like Japan etc. after that?
I think the genre varied within those games, so mostly had platformer levels but also some driving levels on streets, etc.
Oddly enough I can't recall any Sotala Force games/manuals. SF was the galaxy-wide army loosely fashioned after a combination of Star Wars and Star Trek. Me and Eero (and also Aleksi IIRC) were the top leaders/Jedi masters/elite commandos.
I'm not sure where any of those manuals / magazines are anymore. :( But possibly they'll turn up at some point.
Later we tried our hand at making actual games too, but unsurprisingly just writing manuals for games was a lot faster than making full games.
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Today's trauma paper is "Neural Computations of Threat", Levy & Schiller 2020, Trends in Cognitive Sciences. sciencedirect.com/science/articl…
Much of this is very similar to trauma therapy stuff, but from a cogsci / neuroscience angle so sounds more reputable and scientific. ;)
The overall frame is familiar: anxiety disorders and PTSD are manifestations of a similar underlying mechanism which involves fear learning. Either can be learned as the brain comes to predict that a particular stimulus is predictive of danger.
A learned threat prediction can be triggered and made available for reconsolidation through several processes, including extinction (repeatedly experiencing the trigger without experiencing something threatening), counterconditioning (associating it with something positive),
- Same level of technology as today
- Basic human psychology is the same
- But you are allowed to change prevalent institutions, cultural assumptions etc.
So e.g. if you hate school, you can describe a world that has something else instead.
But you should describe the alternative at least a bit - what kids do with their time instead and how they learn skills and are selected into jobs. Don't just say "no school".
Within those constraints, you're allowed to change as much as you like and can think of.
Notes on Soulmaking Dharma, based on a conversation with my friend.
Epistemic status: had dozens of hours of lecture summarized to me in two hours. Summarizing that and adding own interpretations. Might get a lot wrong, don't really know what I'm talking about.
Soulmaking Dharma is a Buddhist practice mostly developed by Rob Burbea and Catherine McGee. This page has various additional resources, which I have not looked at. \:D/ reddit.com/r/streamentry/…
First thing to note is that Mainstream Buddhist (MB) practice focuses on reducing suffering. Soulmaking Dharma isn't about that; it's more about something like creating and understanding meaning. That may reduce suffering or keep it the same, but either way, that's not the focus.
Things that I imagine would be cool to do with my kids (if I manage to have some): taking bedtime as a moment to reminisce about the day together.
Recalling enjoyable moments is by itself enjoyable. So ask, what parts of the day did you like? What were some good moments? What about it was enjoyable?
At first, just mention things. "You seemed to really like playing with those toys today." "You looked happy being with uncle X."
Hopefully soon the kids will notice that this is enjoyable, and start bringing up things on their own. (And feel like that was their own idea.)
We tend to think of a "cult leader" as someone who *intentionally* sets out to create a cult. But most cult-like things probably *don't* form like that.
A lot of people feel a strong innate *desire* to be in a cult. Michael suggests it's rooted in an infant's need to attach to a caregiver, and to treat them as a fully dependable authority to fix all problems - a desire which doesn't necessarily ever go fully away.
Once someone becomes a teacher of some sort, even if they had absolutely no desire to create a cult, they will regardless attract people who *want* to be their cultists.
It's kinda weird how much harder it feels to speak English than it does to read it. For writing, sentences spontaneously compose themselves in my head, just waiting to be written out.
For speaking, it's often as if I have to forcibly hammer my meaning to the kinds of words that would convey the message, and even then it feels like half the nuance I'm trying to convey is lost and I'm super-aware of everything that I feel like I'm mispronouncing.
It's not just a general "I find writing easier than speaking" thing either, since it's accompanied by a yearning to just be able to switch to Finnish where my intended meanings are much more likely to naturally fall into the kinds of shapes that mostly convey my intent.