It seems like the most common feeling I experience is “irritation”. Wouldn’t it be better though, if instead of a constant state of annoyance, a more enjoyable sensation dominated my experience? Oh I dunno, maybe something like anticipation, delight, appreciation, and just an overall sense of satisfaction? That seems like a much better approach to life than finding reasons to be upset all the time.
But doesn’t life manipulate your feelings through external stimuli? I’m not so sure about that. Although I believe that life intentionally introduces “surprises”, I think my reaction to those surprises can be steered. Not perfectly controlled, but at least influenced. It seems like my internal attitude makes a significant difference in regards to external stimuli. It’s like driving a car: if you overreact or overcorrect, you’re going to have a bad time. It’s better to stay calm and stay the course.
Gentle turns, soft acceleration, light breaking, maintaining adequate distance – it’s not that difficult. The same goes with the human avatar. If you go nuts, you crash. Why wouldn’t you? Isn’t that obvious? If you get distracted, you miss a turn. Now you’re scrambling to get back to where you were going. There are consequences for being a bad driver – why shouldn’t there be? Gun the engine, strip your gears. Pay attention, or pay the toll.
My point is this: the human avatar is NOT a ride-car that’s safely and securely fastened to a track, whisking your consciousness around a preset stage of audio-animatronic characters programmed for your amusement. Think of this more like a car-driving game in which crashing IS an option. The benefit is that there’s an element of excitement and a greater sense of immersion. The downside is that you have to maintain proper focus at all times – you’re a player not a passenger.
Like in any video-game, there are aspects and cut-scenes that are scripted. For example, a car-driving game has a bunch of race-courses you have to carefully navigate. Games aren’t very open-ended, they provide a lot of structure for a character to follow. This leads to confusion about “free-will” – am I in control or not in control? Basically it’s both. Within the preset parameters of the game, you can control a limited aspect of the character.
What you actually control isn’t quite obvious here. It’s not the avatar directly. Think about “walking” while walking, and you’ll likely stumble. For the avatar to perform effectively, you essentially have to keep your consciousness from trying to micromanage. Like driving a car, you’re just nudging it from time to time, keeping everything steady, staying between the lines while the vehicle does the work rolling down the road.
The destination is already known, it’s the checkered finish-line. Your role is to sit in the driver’s seat with a first-class view, gently influencing the controls. And your primary mode of control is through focus and attitude. Focus on stuff you don’t like and you’ll drive right into it. Have a bad attitude while rip-roaring down the road, and you’ll likely crash. It’s a direct correlation, just simple arithmetic, nothing complicated.
Therefore, if the most common sensation you experience is “irritation”, then we can deduce that you’re not applying enough consideration to your role as driver. You’re likely just sitting there, gazing out the window as the side of your vehicle scrapes against the guardrail and the worn-out windshield wipers drag across dry glass. “Boy I wonder what all that noise is? It sure is annoying!”