Most stories with so much mystery and unknown to the worlds are darker and scarier. You’re huddled against a dying divine or you’re out to hunt a demon.
The obsessions with goals like ivy league schools or a lambo or w/e is what destroys life energy. The goals are supposed to be impossible because they prolong the journey.
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When you choose long but possible goals like a mansion you demean the entire journey. You work for 30 years instead of living for 30 years because you though the other guy was insane. That guy who would never reach their goal.
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You chose a big goal but not a great one. You were afraid to feel stupid. Or you were afraid to not get what you wanted. Because you childishly believed that getting what you want was the greatest thing. You chose power over divinity. You chose safety over mystery.
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A symptom of this is a desire for immortality. A vampiric desire. You want greater and greater goals to satisfy your thirst but they’re never enough.
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Because you can’t face the light. You’re afraid to fail in public. You can choose a truly impossible. You can’t have a dream. You can’t believe in yourself. And you can’t believe in others.
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The vampire derives power from loneliness just as the werewolf derives power from the pack. The extremes of self and other are both toxic but powerful.
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Games are new worlds with capped mystery. Even a game like Go has its mystery capped. Though it’s much more resilient than many board games, which get still after a few plays and need newness injection.
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Games like RPGs allow you to play as a vampire. FPS’ allow you to be part of a wolf pack. MOBAS are hybrid.
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They use a power gradient you can climb to keep you on the treadmill. There’s no carrot of divinity keeping you running. You’re just there to do the job to get the power to buy the carrot.
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Two mistakes. You’ve made the treadmill of life boring. Instead of a walking movie through your life you’ve made it a tedious exercise. You’ve also made the assumption that carrots of divinity can be bought.
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End of conversation
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