(Note, this is part 5 of a series called “Quantum Life,” in which I post the contents of a strange ‘guide book’ I found for a game called “Quantum Life.” It is in English, which it calls a “Quantum Life language,” unable to capture all the complexities of the world as it really is. I’m not sure where this book came from.):
Getting Started with Quantum Life
If you have decided to play Quantum Life, the usual starting point is to experience life in somewhat limited form, the so called “Quantum Life Experience.” This is usually a pleasurable existence in that you are directly connected with the Quantum Life environment but maintain a strong link with the collective whole. It is common for people doing this to remain aware of their true existence during these rounds of play, apparently in violation of the requirement of ignorance of reality. This means suffering and pain can easily be mitigated by a shift of focus.
You have probably heard this referred to as the “Quantum Life Experience,” engaged in by people curious about the sensations and experiences promised by the game, but unwilling to separate themselves from knowledge of their connection to the collective whole. In the game these “players” are considered to be plants, insects, and animals. Depending on the kind of stimulation desired, people choose different forms. In some cases (such as many insects and lower form animals) an individual becomes a “swarm” or “herd” of a particular life form.
Players can also co-exist as animals, insects, fish or plants even as they enter life as a human ignorant of their connection to the collective whole. This can be either to compliment their particular life choices, or balance out the expected experiences for a particular round of play. Someone entering with the purpose of suffering may also exist as a deep water fish so that in times of intense pain the mind can shift focus to a completely different kind of existence, thereby limiting the impact of the negative experience.
Players who want to use these as a path towards entering the game completely can also choose forms that have a partial veil of ignorance — the connection with the collective whole is felt, but not completely. These are higher level animals such as apes, or animals that have relationships with humans, such as pets or horses used for work or transportation. In such an existence rudimentary individual thought takes place, but the connection to the collective whole also guides behavior. Such existences can help players decide if they want to enter as a human.
To Be Human
A human is a player who is ignorant of the collective whole (except for the connections noted earlier in the manual), and fully immersed in the game. Humans acquire a new kind of knowledge, however, a knowledge of good and evil. While connected to the collective whole, a natural goodness pervades all existence due to the harmony of unity (such states are inherently hard to communicate using a Quantum Life language like English). Once separated from knowledge of that connection, humans have to navigate notions of “self” and “other.” This creates a lower sort of knowledge, that being between “good” (the self in harmony with the other, approaching what one would experience in the collective whole) and “evil” (the self in conflict with the other, the antithesis of experience within the collective whole.)
This knowledge, generated from the very limited contact humans have with their real existence, comes forth as an emotion, feeling, or yearning. It can be ignored or overwhelmed by other desires, or followed. It includes pain at seeing another suffer, a desire to be with others and become friends, and other very basic human traits. This defines the essential core of what a human is: a creature guided by a rudimentary knowledge of good and evil, in a world where choices have to be made.
Usually new players start with “lives” where human choices are relatively easy to make. This involves injecting oneself into situations of cultural rigidity and clear rules. The freedom to make choices contrary to one’s core internal knowledge of what is good is limited; the game is structured to make the costs of such choices obviously high and thus unlikely to be made. Here players practice learning how to live, how to make choices that correspond to what is “good.”
Players move foward choosing more complex lives and situations, in each case creating possible temptations away from the good, as well as circumstances making it more difficult to recognize good from evil. As noted earlier, fear becomes the primary obstacle to choosing good. It is recommended that players spend time with game counselors inbetween rounds of play (lives) to determine the level appropriate for the next round. A player moving too quickly to more complex life situations is more likely to fall into temptation and develop fears that linger and grow, sometimes over numerous rounds of play (this is where it’s possible to become addicted to Quantum Life).
Players also gain more control over their game (life) circumstances as they play more often. New players have to start with “level one” existence, involving an emphasis on physical stimulation and a need to explore and obtain material well being. The main fear danger is fear of not having enough to survive. So, with that broad overview in mind, let’s look at a typical round of play, or a “life.”
(I’ll stop copying the manual for today — I’ll try to find time to post more of it in the near future, between my normal blog posts).