Working for the liberation of all beings everywhere. Bringing higher consciousness to the planet, one eternal moment at a time.
With the limited pallet in the JJWM Game Kit #1 comes the necessity of confronting how to handle the most important and generally overlooked aspect of game design, which is laying down the tile and being able to restrict the character's movement and move him through a spatial morphology. In this program of game design, you're learning to strip the game of its fancy dressage, its manipulations of the psyche and reduce it down to a character trying to get from point A to point B. There are obstructions of some kind in the way of the character. Those obstacles can take various forms.
A simple observation of the obstacles you tend to encounter in games will be the same kind of obstacles that you encounter in life. There are only 9 possible obstacles and 9 possible solutions. Between the two it creates the 18 classic typicalities.
You can categorize your problems in life, and if you categorize problems in the game, it will be the same problems. It reduces to 9 categories of stoppages designed by nature to cram you in a hole and keep you there, pressing down on you real hard. It's your stated goal to escape that thumb pressing down on you, which is the composite of everything against your progress. All of nature is set to be against your progress. The dungeon represents forces of nature.
Things you find to help you overcome obstacles have to be measured out in such a way as to keep the game fair. You want to keep a balanced game. In game design, you'll be forced to confront these problems / solutions and their essential nature.
E.J. discussed how to categorize and distinguish classes from categories giving confusion and sleep as examples of different classes. Sleep was defined as a lot of things that cause you not to be awake and aware. Then you gather examples of cases within categories. Once you can categorize problems, you'll understand their essential nature. There are other-directed, self-directed and random-directed obstacles. You need to learn to express these in a game so you can understand them shamanically, what effect they have in your life. The more you understand how these things are set up, the more you understand the mechanics of it, the more you see how the solutions work to disarm the triggers that are going off all the time.
E.J. announced that he can design case-specific shamanic trainers for training 7 or 8 different types of attention. He mentioned games for training to use shamanic skills such as invisibility and levitation. He further discussed mathematical and quantum principles related to jaunting.
In talking about a new CQR he is developing, E.J. made analogies using a function in game design to explain how he looks from the essential self, a single point, that has no dimension, to see the quantum effects of his experiments. He talked about being able to massage the astral body with certain frequencies, developing tools to do so, the necessity for massaging your astral body and the reason you would do so.
E.J. explained that he has designed this multi-faceted training system -- a multi-dimensional shamanic path -- but you have to take the first step. In your mind you may have thought that you've done something -- read a book, watched a DVD, come to a workshop; you may not know that E.J. is talking to you. Taking the training will shift you from non-action, non-participation, non-involvement, to participating, being involved and being in action. You can get the experiential data to understand by trying to move a tree trunk. It requires great effort unless you put it in water, then it just takes one finger to move.