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There are three types of exits from one experience or "room" to another: 1) Exit Point A where the experience leaves both the system and visitor unchanged; 2) A-B Trajectory where the outcome affects future experiences; and 3) Point of No Return where expectations are defied and a new system is entered. The document argues Point of No Return experiences are inspiring but must be introduced gradually to avoid confusion or imbalance. It concludes the optimal ending is one without an exit to provide closure without further wandering.
There are three types of exits from one experience or "room" to another: 1) Exit Point A where the experience leaves both the system and visitor unchanged; 2) A-B Trajectory where the outcome affects future experiences; and 3) Point of No Return where expectations are defied and a new system is entered. The document argues Point of No Return experiences are inspiring but must be introduced gradually to avoid confusion or imbalance. It concludes the optimal ending is one without an exit to provide closure without further wandering.
There are three types of exits from one experience or "room" to another: 1) Exit Point A where the experience leaves both the system and visitor unchanged; 2) A-B Trajectory where the outcome affects future experiences; and 3) Point of No Return where expectations are defied and a new system is entered. The document argues Point of No Return experiences are inspiring but must be introduced gradually to avoid confusion or imbalance. It concludes the optimal ending is one without an exit to provide closure without further wandering.
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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