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Experiences in Timespace

Any time we enter a room, or at a larger


scale, a new environment or situation, our
first approach is, as shown in picture, from
Point A. This is the doorway from our
known world (our experience of the "real")
into a situation. Our box, or room, is the
time-space in which our experience is
situated. once inside the room, either due
to action or inaction, but more than
anything thanks to laws of physics, we are
forced to progress through and exit the
system.
This is usually done via Point B, which
represents an outcome that, regardless if
wished for or dreaded, acts in accordance
with our expectations and/or rules of the
known system or universe. This exit, more
often than not, takes us to another box, to
another Point A, almost ad infinitum.
The lesser, but also existent probability
takes form on two outcomes. The first one,
and the one we experience while playing video games is what we will call Exit Point A. Exit
Point A is an scenario in which both system and visitor remain virtually unchanged after the
experience. This is the case in virtual reality, some instances of astral projection, and the
would-be possibility of time travel. It is also relevant at this point to mention that video
game developers have been trying to change games from a 'Exit Point A' to an 'A-B
Trajectory' system, in which the outcome of a situation affects the game or even the
subsequent games.
Both previous points rely on the permanence of changes, in system and visitor, for their
classification. We will see the third exit point is different.
The last outcome, unique in itself, we shall call Point of No Return. The PNR, or Point of
No Return, is an outcome that wasn't expected by the visitor and/or designer of the
system. This outcome usually is a reality changing paradigm that defies our understanding
and experience about what is possible. This, the breaking of our preordained rules, affects
the way we think our system works, and gives us a way to an unexplored universe, a new
tree of experiences and a new way to experience what is real. This doesn't mean a loss of
permanence in the system, but a transferral or transformation into a new system entirely.
In our room analogy, the 'A-B Trajectory' would equal to going to the bedroom to sleep at
night and leaving in the morning, or going to a restaurant and leaving after eating. A PNR
scenario would be, for example, going to the movies and dipping while eating popcorn, or
entering a room which is taken apart brick by brick while inside. Another good example is
entering a room and the floor breaking below us, thus falling in the cellar. Other examples
of this are dream and psychedelic experiences, which takes us to an universe of clearly
alien physics.
We are inclined to search for PNR scenarios, because they take us to the unexpected,
clearly an awe inspiring prize.
The only issue with constant repetition between PNRs is that every individual needs
balance in lesser or greater degree. Balance is vital for functionality in a system. The
prolonged ruptures in the universes laws will unbalance the individual, and before long,
make the chaos a system in itself. One form of this is insanity.
Therefore, to make this outcome meaningful and awe inspiring, the change must be made
at a time when the individual is accustomed to the formerly unexplored system, and think
themselves in control. This means a gradual adjustment to the systems rules by A-B
trajectories.
Desirably, even after a PNR, the system should be resemblance of the previous one, to
avoid getting the visitor confused or lost, or making a hasty return to the previous system.
Finally, when we want to end the visitors journey through the meta system, it is
recommended, (disregarding which kind of outcome the last one is), that the last room we
let the visitor glimpse is a exit less one, not only to provide a sense of closure, but to avoid
mid wandering for the sake of it. The fact that one trail of experience ends in a final box
doesn't mean that the universe is gone, just that beyond the wall lies the unexplored.

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