Okay so you’re alive, what have you gotten yourself into? First of all, welcome to Earth. Unfortunately, you’ll be unable to remember much of this explanation as your capacity to retain input has been greatly reduced for the duration of your visit. This is on purpose of course, or else the sensation of immersion would not feel as complete. Sorry for the late explanation, but that’s also by design (same reasoning). And as you’ve probably noticed, you regularly experience sleep, this also helps you forget and reset for the oncoming day. You have to be handicapped in certain ways so you’ll feel like you’re a part of this world.
If you haven’t caught on already, this world is a fabricated experience — but that’s a good thing. We’ve received many complaints about the world feeling “too real” and we tend to take those as compliments. Basically, none of what you’re experiencing actually exists, it’s more of a computer-simulation of sorts. So all that gloomy/gory stuff simply isn’t there, which is why we don’t bother adjusting the realness-factor. At the end of the day it’s just flickering-pixels. Yes, some participants become frightened beyond their comfort-levels, but for us, it’s immersion-first. We take pride in the creation of a ride so convincing that you actually feel like a genuine embodied being. Trust us, if we did it any other way, the world wouldn’t be believable and you’d be bored.
After all, that’s the entire point of Earth: the simulation of a limited life for your enjoyment. Things are supposed to die here, that’s something new you get to experience. And not only do you experience limitations on your lifespan, but on your knowledge and creative capacity as well. That’s right, you get to be an incapable dummy. Ha! Enjoy it while it lasts! Haha! But seriously, the reason I’ve contacted you today is to check-in and make sure things are to your liking. Again, we do get our share of complaints, but we try to rectify them when we can. Let me start by going over some general concepts and controls in case you haven’t figured them out already.
This is sort of a game/movie hybrid. The path your character is following is found swirling around in your thoughts. It’s a combination of all those meaningful feelings, impulses, and inspirational ideas that are spurring you to do some things while avoiding others. Again, because of the necessity for immersion, the roadmap isn’t obvious — you have to kinda decipher it on the fly. No big deal though, it’s self-correcting for the most part — you’ll get there.
And as far as the controls and the gaming aspect, it’s not really what you’re used to in terms of conventional video-games. It’d be kinda silly if you simply had to move your character along an XYZ-axis with a joystick and press a jump-button now and again. Essentially with any video-game, the actual mechanics boil down to a player aligning with the character by way of the controls. So what you actually control doesn’t matter as much as the ability to sync with the gameplay over time with repeated practice.
In other words, the player learns and adapts to the timing of the game. In a traditional video-game, when an obstacle arrives, the player moves into the appropriate position and presses the jump button. Through practice over time, the player aligns himself with the game until he’s able to navigate with relative ease. In short, the player learns to identify obstacles and react appropriately. And that brings us back to Earth, where you the player, must identify obstacles and react appropriately.
But in Earth, the obstacles aren’t so obvious. Like I mentioned, this game goes beyond the simple XYZ-axis stuff. Spoiler Alert: for the most part, your character is on auto-pilot. And like I also mentioned, the path you’re on is basically pre-programmed. So what do you, the player actually get to do? Haha. Well first, you get to experience the exciting spectacle that-is-life from a front-row seat, that’s pretty cool in and of itself of course. As for game mechanics, it kinda goes like this:
Buttons and switches are passe at this point — you can’t control anything directly or it would kill the sensation of immersion, plus you’re handicapped all the way down to complete-noob status — you wouldn’t know what you’re doing anyway. So everything you-the-player can do is mental — it’s all in the mind. It’s not the things your character does per se, it’s the way in which you react to what he does — that’s what you control. But make no mistake, you do have the power to impede your character’s progress on his path — you can definitely sabotage yourself if that suits your fancy.
To delve a little deeper into why you can’t simply steer your own character, just think of all the external circumstances that would need to coordinate amongst billions of beginner-level players attempting to manually control their characters — that’s insane to even contemplate — so of course things are primarily coordinated on everyone’s behalf. Just imagine all those cars on the roads — of course they’re on a system-controlled auto-pilot.
But anyways, I was discussing obstacles. Obstacles literally get in your way, and you’ll typically pump the brakes when they do. But if you hit those brakes, then you pause on your path. And although it seems logical to stop, that’s actually the wrong approach. The correct procedure is NOT to pump your brakes, you’re supposed to TRUST the path you’re on and follow it to fruition. Then why do you even have the option to brake? Well it comes back to immersion again (of course).
Picture this, you’re playing an old-fashioned video-game in which your car is driving straight down an endless road. You can wiggle the steering-wheel back-and-forth and press a brake-pedal. If not for that wiggle-room and the ability to brake, you wouldn’t feel as though you’re playing a game, it’d be a read-only video instead. In other words, having a little wiggle-room and the ability to brake turns your life into a game that provides the sensation of being in control — which ultimately, you do have control of — unfortunately, that control is in the form of a kill-switch.
So let’s examine a braking example. Imagine that you have an innate desire to go down a particular path. Someone comes along and says “Hey, don’t go that way!” and then you start thinking, “Oh? Okay I won’t! Whew! That was a close one.” In this scenario, you met an obstacle and you pumped the brakes. Oops — you were supposed to continue along your merry way despite the obstacle. That’s the game mechanics you’re trying to sync with: something will happen and your reaction should be to keep on truckin’.
Here’s a less obvious example. Imagine someone says, “Hey let’s go do this activity that you don’t wanna do!” and then you start thinking, “Huh, this feels wrong to me, but my buddy really wants me to do it, maybe I should. You know what, I’ll do it! I’ll force myself if I have to!” In this scenario, you pumped the brakes on your path again. By going against your innate feelings (your roadmap), you halted your progression. Again, you were supposed to jump the hurdle and proceed on your path.
Don’t worry though, you’ll get it. What game worth playing doesn’t take repeated practice to get right? And now that you know a bit more about what’s going on here, perhaps things will go smoother for ya. Always keep in mind that this game was designed with your amusement in mind, not to scare or punish or any nonsense like that. Hey and when you’re done, don’t forget to rate and leave a review. We’re really proud of what we’ve put together here and your kind words go a long way.