The Game Loop: Part 1 Mental pipelines

Any topics primarily focused on metaphysics can be discussed here, in a generally casual way, where conversations may take unexpected turns.
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Federica
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Re: The Game Loop: Part 1 Mental pipelines

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Cleric wrote: Tue Dec 30, 2025 6:40 pm
AshvinP wrote: Mon Dec 29, 2025 1:35 pm It is interesting because it's like the mystery is applied in the wrong direction, toward the subsensible instead of the supersensible. The intellect effectively says, "There is much more to be found by digging deeper into my familiar computational gestures, we have only begun to scratch the surface of what these gestures are capable of revealing. If we remain humble and allow these gestures to proliferate in the most varied configurations, there is no telling what kind of deeper realities we will interface with, what kind of intelligences will incarnate into them." And of course that is true, in a way, but the deeper realities encountered will be of an elemental nature, the projection of our unexamined being conditioned by past karma. (like the atavistic faculties Kaje posted about elsewhere). The spiritual reality unveiled will be fantastic spectrum of ghosts, demons, and spectres.
Now I think that I have a good opportunity to examine these things from first-person experience, because I was actually one who vehemently believed in the "Strong AI" philosophy (the idea that consciousness is what any computational process, no matter the substrate, feels like) :)
I'll have to try to reconstruct how everything felt to me at that time and why it seemed so convincing.

That's so mindboggling! :) But it also gives hope that others may find a similar way...
"If anthroposophy is to fulfill its purpose, its prime task must be to rouse people and make them really wake up.
Merely knowing what's going on in the physical world and knowing the laws that human minds are able to perceive as operative in this world, is no more than being asleep, in a higher sense."
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Cleric
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Re: The Game Loop: Part 1 Mental pipelines

Post by Cleric »

I would like to share a video that follows an online Minecraft event where about 1000 players participate.



The video is actually a whole movie. It is rather long, and time is a scarce commodity in our age, so I can't really recommend it as something that is important to be seen. There's nothing there that is in itself of value (in the sense of some message or important idea). There's nothing noble, nothing that should serve as an example for the new culture, etc. But for me, it was a very interesting experience to watch it. Maybe because on one hand it ties with the playful theme of the essay series, but on the other, almost everything served me as a rich substrate for reflection. In other words, the thoughts and ideas that were stimulated as I watched were far richer than what the content directly presents. I realize that this is completely personal, and that's why I cannot recommend it as something in itself, because not everyone will experience it in a similar way.

Maybe one thing that I can share is how I was stimulated to consider more intensely many things from our everyday life. For example, the kids in the event form the most varied factions; they organize, have leaders, have basic jurisdiction, building planning, resource management, and so on. As someone who in his youth has superficially brushed over many aspects of education, to this day I have many holes in my knowledge - there are many things of politics, social science, architecture, institutions, and so on, that are still for me simply part of the flat existential background. When I was watching how these kids role-play through these ideal constructs, I felt almost ashamed how, even though in a playful and non-serious way, they have far more practical understanding of these things than me. Thus, I was stimulated to consider these civilizational patterns in a far more participatory way than is the case when watching the news, for example, or reading history. It was as if some kind of pride was saying, "If these kids can have practical knowledge in these things, am I more unfit than they? I should also consider these inner flows more closely!" :)

But again, I'm fully aware that all these things are completely personal, so please don't blame me if you watch it and find that two and a half hours of your life have been wasted :)

For those who are willing to see it, I can say that I did some research (there's an even longer(!) video where the author goes through the whole movie and gives background info) and amazingly, the storyline is completely player-driven in the major arc. There hasn't been any script that the author was trying to force upon the players. Many scenes have been recorded after the event by acting them, either because there was no original footage, or for the sake of storytelling, some events were compressed, temporally rearranged (without this affecting the story's causality), or slightly reframed to make them more suitable for the movie flow. A simple way to see what has been recorded originally and what has been acted is to look for the chat at the lower left. It is present in the real-time recordings of the gameplay, while it is absent where the scene is acted. Most of the voices are recorded from the in-game chat, but some have also been acted in post.
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AshvinP
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Re: The Game Loop: Part 1 Mental pipelines

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Cleric wrote: Sat Jan 31, 2026 8:11 pm I would like to share a video that follows an online Minecraft event where about 1000 players participate.
I finished the whole video mostly for its entertainment value :) It was surely a compelling story arc that developed from this experiment. I kept on expecting some crude sexual encounters to manifest amongst these teenagers, but was happy to see that didn't happen, or was at least edited out :)

One thing I kept thinking about when watching was: instead of recapitulating the medieval stage of the intellectual soul and its factionizing tendencies (which of course still carry into our time), what if there was a Minecraft experiment that prefigured the late stage consciousness soul in preparation for the sixth PA epoch of universal brotherly love?

Of course, such an experiment could only work with participants who are already oriented toward that ideal through some deeper knowledge. It would be like an imaginative rehearsal for what needs to spread into wider culture, a much more unconstrained version of what we are doing on this forum. The central institutions would be Christian community-style places of worship and an Academy for higher knowledge (or Waldorf-style education for children). All work would be freely done, and all resources freely shared among the inhabitants. A news organization would report on the significance of World events from a spiritual perspective. And so on. The dramatic story arc would be one of purely inner development, the inner peaks and valleys that are traversed along the way, and how such inner development can be practically navigated and brought to outer expression. Virtual experimentation would then begin to coincide more and more with real-life evolutionary development.

Perhaps this Minecraft world could be tucked away somewhere in the wider Minecraft universe, with restricted access for those who can freely recognize the 'secret symbols' that point toward its entry gate. Then it may serve as a modern-day catacombs for spiritual seekers, when the modern-day 'Roman' authorities inevitably begin persecuting such seekers.
"They only can acquire the sacred power of self-intuition, who within themselves can interpret and understand the symbol... those only, who feel in their own spirits the same instinct, which impels the chrysalis of the horned fly to leave room in the involucrum for antennae yet to come."
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Re: The Game Loop: Part 6 Concentration

Post by Kaje977 »

Cleric wrote: Sat Jan 31, 2026 8:11 pm I would like to share a video that follows an online Minecraft event where about 1000 players participate.
Thank you for sharing that video, Cleric. I have to say, I could kinda see what you mean, but I think I was entertained by it too, although the story wasn't really that original, of course. I also understand what you mean about pragmatism in regards how the teenagers immersed themselves into the roles. I think it's easier than you think. You have to let yourself be guided by it and just go with it (while still actively maintaining the role identity), and perhaps there's also the roleplay aspect to it, in which you play as authentically as possible in the characters you create for the simulation, through these constructed, possibly even re-enacting certain stereotypes (such as Fluxion playing the classic archetype of a king who believes and is sure that their Island will be destroyed and attacked or 3BelowZero who believes in peace and building bridges (spiritually and physically(in a Minecraft context)). I often used to play role-playing games with myself, alone, as a child or with my brother. Often it was heavy maladaptive daydreaming. I often jumped wildly around the room with my brother, and often came up with the most interesting fantasy worlds, making up dialogues, played several different characters. I think that also helped me to be quite good at it today or to have a certain talent for acting or taking on a role. The only danger, at least what I noticed, is that it sometimes, when I'm too immersed in a role or enjoy it "too much", it seems to become my personality for quite a time. That's usually when I struggle to really know who I am actually right now and it takes a while until I become "normal me" again.
AshvinP wrote: Tue Feb 03, 2026 1:06 pm One thing I kept thinking about when watching was: instead of recapitulating the medieval stage of the intellectual soul and its factionizing tendencies (which of course still carry into our time), what if there was a Minecraft experiment that prefigured the late stage consciousness soul in preparation for the sixth PA epoch of universal brotherly love?

Of course, such an experiment could only work with participants who are already oriented toward that ideal through some deeper knowledge. It would be like an imaginative rehearsal for what needs to spread into wider culture, a much more unconstrained version of what we are doing on this forum. The central institutions would be Christian community-style places of worship and an Academy for higher knowledge (or Waldorf-style education for children). All work would be freely done, and all resources freely shared among the inhabitants. A news organization would report on the significance of World events from a spiritual perspective. And so on. The dramatic story arc would be one of purely inner development, the inner peaks and valleys that are traversed along the way, and how such inner development can be practically navigated and brought to outer expression. Virtual experimentation would then begin to coincide more and more with real-life evolutionary development.

Perhaps this Minecraft world could be tucked away somewhere in the wider Minecraft universe, with restricted access for those who can freely recognize the 'secret symbols' that point toward its entry gate. Then it may serve as a modern-day catacombs for spiritual seekers, when the modern-day 'Roman' authorities inevitably begin persecuting such seekers.
Hello, Ashvin. That sounds like an interesting simulation. It wouldn't have to be necessarily Christian community-style institutions, but it would still be interesting to see how it plays out. Through Imagination I can, a little at least (Soul/Feeling), glimpse into how such a community would be like. It would probably be very organic, very adaptable and I assume rigidity would only serve when it comes to certain pragmatic aspects, but less of a given rule set since such a community would most likely intuit the Higher Ideals and Truth which makes fixed codecs, rules and the like no longer necessary. Saps (the one most believed to be the one who killed the other monarchs in the building, although it was Fluxion), in this story, would be, indeed be quite similar, except that his journey would be much more an inner path. So, likewise a Hero's Journey, but an inner journey.
AshvinP wrote: Tue Feb 03, 2026 1:06 pm I kept on expecting some crude sexual encounters to manifest amongst these teenagers, but was happy to see that didn't happen, or was at least edited out :)
By the way, maybe this is just me being slighly too over-aware with some words that trigger something, but I was feeling a bit uncomfortable about your odd choice of words here. I'm not quite sure why or what you mean that you were expecting "crude sexual encounters" in a video of Minecraft aimed at teenagers? Could you elaborate?
Last edited by Kaje977 on Wed Feb 04, 2026 1:11 am, edited 1 time in total.
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Re: The Game Loop: Part 1 Mental pipelines

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I noticed that currently Kühlewind's book and this essay series by Cleric seems to work the best for me, by the way. The other essay series worked too, but this one seems more aligned with my "habitual" Self since I'm deeply into computer science, video games, etc. Right now my exam phase has begun, meaning I have to learn for a few exams coming soon for my Comp.Sci studies.

Interestingly enough, although not quite, Agile (softeware) development really feels like an anthroposophical approach to software development. It's not really quite the same, because it is still focused on material aspects. I really appreciate my professor's look on things. He seems wise, although (after talking to him about PoF and recommending the book to him) he does seem to still cling to a puzzle-like abstract thinking. But he definitely seems to have made approaches to looking at things differently, especially since he did indeed incorporate "vertical" aspects into his lectures, especially when it comes to delivering a software product. I wonder whether the original writers of the "Agile manifesto" (see here: https://agilemanifesto.org/) were in contact with certain anthroposophical circles or similar. Indeed, I remember hearing longer ago, that there are companies that follow anthroposophical approaches and the word "agile" was found there too.
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Re: The Game Loop: Part 6 Concentration

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Kaje977 wrote: Wed Feb 04, 2026 12:48 am Hello, Ashvin. That sounds like an interesting simulation. It wouldn't have to be necessarily Christian community-style institutions, but it would still be interesting to see how it plays out. Through Imagination I can, a little at least (Soul/Feeling), glimpse into how such a community would be like. It would probably be very organic, very adaptable and I assume rigidity would only serve when it comes to certain pragmatic aspects, but less of a given rule set since such a community would most likely intuit the Higher Ideals and Truth which makes fixed codecs, rules and the like no longer necessary. Saps (the one most believed to be the one who killed the other monarchs in the building, although it was Fluxion), in this story, would be, indeed be quite similar, except that his journey would be much more an inner path. So, likewise a Hero's Journey, but an inner journey.
Hi Kaje,

I meant "Christian community" in the sense of the free, spiritually informed style of sacramental worship that Steiner endorsed. I think that could serve as a good template for religious institutions that aim to align themselves with the modern Impulse toward deepening knowledge of the spiritual foundations of the liturgy and sacraments. Such institutions should play a larger and larger role in community life as we approach the sixth PA epoch, and wider spheres of souls naturally feel the desire to deepen their religious feelings with higher knowledge, and purify their higher knowledge with devotional feeling.

Right, the story of Saps came to resemble the Hero's Journey to a remarkable degree. He literally became an innocent scapegoat that 'united' the World in its hate for him, which maintained a sense of stability and order after the 'roof came down on the heads' of various world leaders. It reminds me that the observation of this archetypal narrative in human civilization was the basis for Rene Girard's mimetic theory of desire and the scapegoat mechanism, as discussed by Max here:

https://theoriapress.wordpress.com/2021 ... mechanism/
"If we can draw together all of these ideas in a sort of synoptic vision, then it will strike us with great force that the scapegoat mechanism accomplishes just this. By placing all of the blame onto a single being, all of the people could become unanimous. As a result, they can begin again to cooperate in the sowing, in the hunt, and in the harvest and so on. Their perceptual bias shifts towards optimistic portents (again this is not a question of correctness but of facts about the nature of perception; modern science is just as one-sided). The rainbow receives salience and not the tempest. The sacrifice was accepted and the gods are pleased.

Girard argues that, though such sacrifices may assume an infinite variety of outer forms, they all represent ritualistic elaborations of the original human scapegoat, who was the victim of collective murder. The only criteria for selecting a suitable victim of sacrifice were that (a) he be capable of magnetizing all violence to himself and (b) that he be incapable of retaliation. The first was the necessary condition to achieve the condition of unanimity, which, albeit temporary, represents the restoration of social harmony following an outbreak of mimetic violence. The second was necessary because retaliation is precisely the way by which one act of violence compounds and propagates itself so that a single insult can threaten to engulf the entire community in bloodshed. The scapegoat’s lack of ability to retaliate was necessary to ensure that his own death would indeed mark the end of that particular cycle. If the scapegoat was capable of retaliation—for instance, if his close relatives or clan members failed to participate in the spirit of unanimity behind his death—then the cycle of violence would only immediately be reignited."



He then goes on to discuss how the only way to escape this cycle of the scapegoat mechanism is to become conscious that we are participating in it through our instinctive thoughts, feelings, and deeds. In other words, we should become conscious of how these mimetic desires take shape on the physical plane and of how there is a higher spiritual existence where all 'resources', which are normally considered exclusionary (only one object at one place at one time) and fought over, are superabundant and shared. That is the opportunity that Christ, the archetypal scapegoat, provided for us through his sacrificial deed on the physical plane, which laid bare the spacegoating mechanism to objective consciousness and invited the soul into a new, more selfless way of orienting within the mimetic flow.

Of course, the concentration of thinking is the key to unlocking this opportunity. Indeed, it was only through careful thinking over the phenomenal facts that other players were eventually able to discern the truth of the situation regarding Saps. They could then reveal how their prior conception of his guilt was rooted in instinctive assumptions and feelings that shaped their perception of the situation. The Sun hero's journey, which implicitly underlies every compelling story arc, becomes an inner journey when all of this becomes explicitly conscious for the participating soul. Then it no longer leads into another cycle of retaliation and scapegoating, but into shared moral intuitions of our codependent existence and a voluntary desire to forgive others of their sins as we have been forgiven.

AshvinP wrote: Tue Feb 03, 2026 1:06 pm I kept on expecting some crude sexual encounters to manifest amongst these teenagers, but was happy to see that didn't happen, or was at least edited out :)
By the way, maybe this is just me being slighly too over-aware with some words that trigger something, but I was feeling a bit uncomfortable about your odd choice of words here. I'm not quite sure why or what you mean that you were expecting "crude sexual encounters" in a video of Minecraft aimed at teenagers? Could you elaborate?

Yeah, I suppose that was a slightly weird comment to throw in :) It is rooted in my own experience of the teenage mindset (after hitting puberty), when practically all possible opportunities were seized to express sexual impulses. I guess I am assuming conditions have only become more decadent since that time, and the youth are falling into these temptations faster, more intensely, and younger. Out of a sample size of 1k, I was expecting at least a few to go in that direction. But I guess modern teenagers are also clever enough to exercise some restraint when they know the gameplay is being monitored, recorded, and will be revealed to the public.
"They only can acquire the sacred power of self-intuition, who within themselves can interpret and understand the symbol... those only, who feel in their own spirits the same instinct, which impels the chrysalis of the horned fly to leave room in the involucrum for antennae yet to come."
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Re: The Game Loop: Part 1 Mental pipelines

Post by Cleric »

AshvinP wrote: Tue Feb 03, 2026 1:06 pm One thing I kept thinking about when watching was: instead of recapitulating the medieval stage of the intellectual soul and its factionizing tendencies (which of course still carry into our time), what if there was a Minecraft experiment that prefigured the late stage consciousness soul in preparation for the sixth PA epoch of universal brotherly love?
I often think about such questions, because I believe that such potential interactive experiences could evoke valuable intuitions. For the moment, however, I have only the most vague ideas :)

One thing that I believe should be somehow employed is that the focus should be moved beyond the local Newtonian mechanics. Here's what I mean.

If we imagine a dungeon crawler game, it can be said that most of the gameplay takes shape through interactions that affect a small vicinity of the game state. For example, our movement is constrained by the most immediate geometry of the cave, we're threatened by the enemies close to us, and so on. Even though the game loop may be simulating processes across the whole game world, they still affect each other based on geometric distance. Of course, in video games, there's no obstacle to having interactions that influence arbitrary variables of the game state. These variables are simply bytes in RAM, and as the name says (Random-Accessed Memory), we can read and write in any order (in contrast, for example, to magnetic tape that may need a lot of time rewinding back and forth until we reach the requested location). For example, if a player performs some kind of global magic, there's no problem affecting the health variables of all entities across the world in a single game tick, regardless of differences between x, y, and z variables.

We can use Minecraft as an example again. The game worlds are not individually sculpted by human beings but are generated (known as procedurally generated). To understand this, we first need to note that in computing we use pseudo-random generators. These are simply iterative functions that return a wildly different number compared to the one provided as input. For example:

xn+1=(xn*17+23) mod 256

The 'mod' is modulus division and it leaves only the reminder, effectively ensuring that the number stays within the 0-255 range (what we can encode with 8 binary bits). So this is an 8-bit random generator, which, to be sure, is very bad in terms of the quality of randomness, but it serves OK as an educational example. Practical random generators have more sophisticated algorithms that ensure a much more unpredictable distribution of the returned numbers.

The initial number is often called the 'seed'. Clearly, starting with the same seed always produces the same sequence of numbers. This is exploited in procedurally generated content, because we can share a single number (in Minecraft the seed is a 64-bit integer), and assuming that the generation algorithm is the same, the exact same world will be generated.

Here we can see the algorithm in action. The left graph is simply the result of starting with the seed and iteratively feeding back the result to the function. The right graph shows how we can generate deterministically even more complicated data. In this case, we use a combination of the original seed with two x, y coordinates to produce a new seed that we feed to the function and get a random value. We can see how changing the master seed produces a completely different landscape. If I need to describe the bubble landscape over the phone, dictating all values one by one can take a lot of time. Instead, it is enough to give them the function and the master seed, and they can calculate the values for themselves at any point they want.

We can chain such functions in any way we want to produce deterministic random functions. If we take the bubble graph on the right and imagine interpolating the space in between the grid, we arrive at precisely what is accomplished, for example, through Perlin noise.

Image

Here, black corresponds to a low value, white to high. Perlin noise doesn't prescribe what algorithm to use for the generation of the grid points, but only the method of interpolation.

We can also extend these techniques to more parameters. Just as we can deterministically fill an x-y grid with random points and interpolate them, so we can for a x-y-z grid.

Image

This is at the base of how Minecraft's world generation works. The result of the random function is mapped in the range [-1; 1] (in the 8-bit example, 0 may become -1, 127 becomes 0, and 255 becomes 1), and we basically say: "Anything greater than zero is considered dense and we place a stone block. Anything less than zero is air." If we apply this logic to the basic Perlin noise above, we get something like:

Image

Then, it is a matter of combining such functions in different ways. It's really a mathematical art. The end result is still a single function (called density function) that when provided with three numbers x, y, and z, gives us a number between -1 and 1. When we visualize it, we get something like:

Image

And the cool thing is that all of this is completely deterministic, building upon the master seed. We can evaluate the function at any possible x, y, and z, and as long as we use the same function and seed, we'll get the same value. When we probe the function for a whole range of x, y, and z values, we generate the world. When we understand how these things work, it is very interesting to move about the world, especially in VR, and try to feel how we're amid the distribution of a mathematical function.

Such functions can be made of more than three parameters. For example, in the octant space animation, I use precisely 4D Perlin noise.

Image

Here, 4D shouldn't cause any mysterious conceptions. It is merely a function that is commanded with four different parameters, four independent potentiometers. It is simply guaranteed that moving any of them will yield a smoothly varying output number. This allows us to assign three of the pots to x, y, z coordinates, while rotating the fourth parameter makes it look like the 3D distribution morphs. Thus, if we equate the fourth parameter t to the clock value, we get an animation. For any point in the octant space, the x, y, and z are fixed according to the place in the cube, while t is varied slowly. When we change it, all points need to be reevaluated with the same x,y,z, but the new t. Then we plot a blob with size proportional to the returned value at these x, y, z, and t (it is basically a 3D bubble plot). There's nothing special about the four parameters. We can use y, z, and t as grid coordinates, while varying x - it will look in the same way.

So, getting back to the main topic, I vaguely imagine a game where, unlike Minecraft where the world is generated once and then we only break or place blocks by local interactions, the generation parameters can be varied at any time, which regenerates the blocks, resulting in a smoothly morphing world (note that smoothly varying the master seed does not yield smoothly metamorphosing worlds).

The next step would be to imagine that there could be different levels of interaction. On a lower level, we crawl the dungeon locally. Our inputs vary the x, y, z variables of our character. On a higher level, our inputs influence the generation parameters, which have non-local effects (many world points are reevaluated once a parameter changes). The caveat, however, is that these parameters are simultaneously influenced by other players too (we can imagine that gaining access to these parameters requires some in-game skills, raising the character to a magician level). Thus, in a sense, we 'meet' with other players at the level of the generation parameters, even if our characters are in faraway parts of the map, and we push and pull, fighting to control the same potentiometer. Or we can work together to morph the world such that our lower-level crawling riverbed is morphed favorably for more players. There could be, of course, even other hyperparameters that the players can only slightly budge, but nevertheless rotate as if by the overlords' intents.

All of this remains a very vague idea at the moment. And to be honest, I avoid spending much time on it, because it very easily lapses into an attempt to find the perfect model of reality :). But in any case, I think that the game should have this gradient between local and non-local interactions. Otherwise, the sense would remain "Yes, we live in a purely material world ruled by local interactions, so the most we can do is to agree on a protocol of moral rules that ensure peace and brotherly relations."

Maybe one day something more concrete will come of these ideas, but we'll see :)
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Re: The Game Loop: Part 1 Mental pipelines

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Cleric wrote: Fri Feb 06, 2026 11:04 am So, getting back to the main topic, I vaguely imagine a game where, unlike Minecraft where the world is generated once and then we only break or place blocks by local interactions, the generation parameters can be varied at any time, which regenerates the blocks, resulting in a smoothly morphing world (note that smoothly varying the master seed does not yield smoothly metamorphosing worlds).

The next step would be to imagine that there could be different levels of interaction. On a lower level, we crawl the dungeon locally. Our inputs vary the x, y, z variables of our character. On a higher level, our inputs influence the generation parameters, which have non-local effects (many world points are reevaluated once a parameter changes). The caveat, however, is that these parameters are simultaneously influenced by other players too (we can imagine that gaining access to these parameters requires some in-game skills, raising the character to a magician level). Thus, in a sense, we 'meet' with other players at the level of the generation parameters, even if our characters are in faraway parts of the map, and we push and pull, fighting to control the same potentiometer. Or we can work together to morph the world such that our lower-level crawling riverbed is morphed favorably for more players. There could be, of course, even other hyperparameters that the players can only slightly budge, but nevertheless rotate as if by the overlords' intents.

All of this remains a very vague idea at the moment. And to be honest, I avoid spending much time on it, because it very easily lapses into an attempt to find the perfect model of reality :). But in any case, I think that the game should have this gradient between local and non-local interactions. Otherwise, the sense would remain "Yes, we live in a purely material world ruled by local interactions, so the most we can do is to agree on a protocol of moral rules that ensure peace and brotherly relations."

Maybe one day something more concrete will come of these ideas, but we'll see :)

Thanks for this elaboration on how the game world is generated. I can't say that I understand the mathematical details yet, but yes, the general idea sounds very interesting.

The other risk associated with such attempts (and even with standard Minecraft), however, is that it works too well and the players start to feel that in-game advancement to magician status, for example, corresponds to IRL spiritual development. It would then be felt like expanding our intuition of the game logic, such that our inputs ripple more directly into the wider game world state, is equivalent to expanding our intuition of reality itself. Yet that would only be the case if somehow the in-game skills are only unlocked through meditative efforts and corresponding self-knowledge, rather than completing various game tasks, challenges, etc. But there doesn't seem to be any good (or desirable) way of 'measuring' the former. Even if the game character had to pass an exam filled with questions about deeper esoteric knowledge, for example, that wouldn't necessarily indicate more advanced inner development.

I suppose that is also the danger you are pointing to in terms of finding a perfect model of reality. Seth Miller also touched upon this in one of his articles.

"When thinking about spiritual development, the most important thing is to make sure that the images that the soul body encounters are spiritually nourishing. Without getting into too much detail, an image is spiritually nourishing when it can be penetrated by the ego, and when in so doing the ego can find something in the image that coherently connects it beyond itself to the parts of the universe that support the development of the human ego. (Yes, this definition has a circularity in it.) In other words, when an image becomes meaningful with respect to how the ego needs to bring itself forward for that particular individual, the image is nourishing. Such images are symbols, and can even become healing symbols when the ego uses them for spiritual development.

Video games are largely devoid of exactly these kinds of images. They are symbolically empty with respect to the development of the ego. But the real issue is that the combination of the fight/flight and reward activation pathways in the endocrine system is linked to images that give a false sense of development to the ego. The specific images that trigger the reward centers are almost invariably linked to the idea of advancement—but do not carry the reality of advancement. This is played out differently in different styles of games, but is a near-universal feature of all games: higher scores, in-game achievements, item drops, new character skills, gold pieces, unlocked content, and so forth.All of the advancement that occurs in the context of the game stays within the game. Your ego does not get any spiritual traction in this kind of situation; the game challenges are not (with perhaps a very very few exceptions, and I’m not including, for example, Deepak Chopra’s game Leela here) the sort that help the ego develop itself spiritually. In other words, the rewards are spiritually vacuous, even while the physical, etheric and astral bodies undergo an experience as if there was some kind of advancement occurring or immanent."



So it seems such a modification would work best when the in-game achievements are indexed as much as possible to IRL study-meditative efforts, and the players are already well oriented to its pedagogical and metaphorical value for IRL spiritual development. And that's also difficult to assess. When are we so well-oriented to the inner flow that we are no longer tempted to substitute its experience with the non-local game flow, just as we may substitute that experience with the picture-in-picture mental flow when doing science, philosophy, theology, etc.? I suppose each individual would need to freely evaluate their inner constitution and decide whether it's no longer a source of undue temptation, and therefore, its full pedagogical value can flow forth.
"They only can acquire the sacred power of self-intuition, who within themselves can interpret and understand the symbol... those only, who feel in their own spirits the same instinct, which impels the chrysalis of the horned fly to leave room in the involucrum for antennae yet to come."
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Re: The Game Loop: Part 1 Mental pipelines

Post by Federica »

Cleric wrote: Fri Feb 06, 2026 11:04 am All of this remains a very vague idea at the moment. And to be honest, I avoid spending much time on it, because it very easily lapses into an attempt to find the perfect model of reality :). But in any case, I think that the game should have this gradient between local and non-local interactions. Otherwise, the sense would remain "Yes, we live in a purely material world ruled by local interactions, so the most we can do is to agree on a protocol of moral rules that ensure peace and brotherly relations."

Maybe one day something more concrete will come of these ideas, but we'll see :)



Sorry to be the game party pooper here, but all this seems potentially dangerous to me, for the reason you are giving, and even more so because the idea that “the game” should have this or that characteristic, already implicitly gives the game a value that goes beyond its educational value, its value of example. If the whole endeavor very easily lapses into an attempt to find the perfect model of reality it is because in a sense, that’s what a game is - inevitably and by nature. As I see it, developing a more advanced game with non-local features (or any other more advanced features) with the intention to kindle spiritual insights, would mean to proxy nested educational needs that do not actually exist, as if in an inward game spiral - just like the world proxied in the game also does not exist.

Your essays greatly exemplify how the direction of educational efforts must point toward direct experimentation within the wider IO flows. To this intent, the Minecraft metaphor has proven to be very helpful to generate insights spendable in the wider flows. Now, using it as a step leading to playing games - games which aim to more fittingly render the larger dynamics - looks like a completely different endeavor to me, and I believe that such picture-in-picture educational need does not exist.

In fact, I believe that no incremental new game can really guide its players through reality, morality, the future in general. Only its metaphor can. It’s mainly because people have in their background the experience of playing various games (or because they can figure such experience) that the Minecraft metaphors, or the chess metaphors, are helpful. Not that it’s helpful that people engage in Minecraft, or in progressive game playing in their future, however fittingly the future games may reproduce non-locality, or other features of the larger flow. Like your essays explicitly do, game should point out of itself. If we engage in it, the risk is the progressive stacking of more and more advanced in-game pictures. The helpfulness is in its metaphorical value. Perhaps playing some game a few times (as an example, not as an exercise) may also help, just enough for the context to properly land, if necessary. However, I surely don't think that it helps to reach any level of proficiency in games. Keeping playing beyond the point when the metaphor has properly landed is an endeavor that responds to completely different needs, preferences, and desires, as I see it.

If the idea is that of a playable game that people can live in, like Minecraft but better, then, indeed, I don’t see any substantial difference between building/playing such a game and building/playing a TOE. In both cases it’s an invitation to juggle with images in a closed environment. Because, what is the added educational value of the more advanced, non-local game, once the initial metaphor has successfully been grasped and has led to direct experimentation as intended? I don’t see that there is any. What spiritual intuition could a game-based (inevitably Newtonian) picture of non-locality provide, didn’t science do that already (minus the points and the game levels)? Moreover, there could be risks in entertaining that, as Ashvin has described above.
"If anthroposophy is to fulfill its purpose, its prime task must be to rouse people and make them really wake up.
Merely knowing what's going on in the physical world and knowing the laws that human minds are able to perceive as operative in this world, is no more than being asleep, in a higher sense."
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