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Desire to Experience



Human existence is made up of cycles within cycles: cycles of desire leading to experience. Sometimes we experience what we desire, sometimes not. Sometimes it takes seconds, sometimes years, sometimes forever. Some desires are part of a plan of ours, leading to the experience of a bigger desire: a cycle within a cycle.

The way the cycle works is the same however big or small: we desire; we form a conscious or pre-conscious thought; we imagine, speak or act; we experience - after a time from nothing to eternity; we judge our experience against our desire.

Imagination is a very quick and simple way to get an experience, and it can be very real: close your eyes, relax and imagine you're in a sunny kitchen smelling of delicious cooking. Pick up an orange. Cut it. Bite it!

We can cause others to experience directly through our speech and writing: as I have just done. The storyteller reciting vivid scenes is able to create any experience that can be described. A play can transport you to a reality that never really existed.

However, most of us like our senses to experience what we desire in a more vivid, immediate way: we'd like to stand on the side of that mountain breathing the crisp air, not see a painting of it. To get the world around us to deliver the experiences we desire, we can either act ourselves or we can ask someone.

If we act ourselves, we may use some skill or knowledge that breaks the cycle down to smaller cycles (planning, using a tool).

Or we may ask another person to help us, who is better able to deliver an experience, and they may take a broad description of what we want (a big cycle) and deliver our experience without our even knowing what the smaller cycles were that caused it to happen. (Sometimes a little cash may change hands, but we earned it doing something for another person in our turn. Cycles within cycles: we work to live and, if we are lucky, live to work, in our personal grand life plan.)

We obviously prefer to work in bigger cycles: for example, to let someone else or a skill we have acquired take care of the details.

Good Enough?

At the end of the day, we judge the experiences we are having against our desires. We usually just know if something is right for us - if it's good enough to satisfy our desires.

Through whatever process the experience was created in our minds (our own imagination, from a listening to a story, watching a play, playing a game, riding a horse), we judge whether we are satisfied, and the cycle continues accordingly.

There are many examples where lower levels of detail or sensory completeness are really good enough for us (maybe for the time being). A painting of something can be good enough to satisfy our desire to know what it looks like - as good as seeing it in real life. Or it may not be. It depends on the level of detail we're after. It may be enough to hear second hand what our friend said instead of talking face-to-face. As children, racing on a push-along toy could help us believe we were in the Grand National - it was good enough. As adults, we may come out of the theatre feeling slightly changed by the experience - even though it was nothing more than people dressed up, pretending. Second-hand, retold experiences can take on the vividness of a real experience. Pure imagination can make our mouth water imagining eating an orange.

Wizardry

Now, one technique that can be used to empower the desire-to-experience cycle is good, old-fashioned wizardry. The incantations and spells of this magic could give a wizard something like omniscience and omnipotence (all-seeing, all-powerful):

A good spell could do one of many things: zap enemies; knock over mountains; transport the wizard across time or space; allow the wizard to stay in his castle but see across time or space; create things; create places; create life.

A wizard, witch or magician, or the holder of a genie lamp or fairy wand holds the power to achieve arbitrary results:

Spells can be cast from recipes and incantations in a book of wizardry or witchcraft. A little fairy dust or tap of a wand, along with a mental image of the desire will lead to immediate results without messy cauldrons, slime, etc. Arbitrary wishes may expressed to the captive genie. Mary Poppins appeared unique in her minimalist powers: able to tidy a room with just an assertive nod at each of the offending items.

What we have here is a very effective desire-to-experience cycle enhancer, with two interesting features:

  1. A given form of magical powers allows the owner to experience more than they would naturally; to step beyond the constraints of their given bodies and abilities.
  2. A given form of magical powers has only one, common means of expressing desires (incantations, spells, recipes, wishes, dust, nods, wands). Good magic makes it as easy as wishing itself.
On the first point: even magic can take advantage of the 'good enough' effect: seeing your enemy in a crystal ball is a perfectly good way of watching them magically. Presumably being transported across space to see them costs a bit more fairy dust.

On the second point: the best magic allows the lucky owner of these powers to give big-cycle commands - to ask for the room to be tidied instead of tidying each thing in turn. Perhaps Mary had a son who achieved this.

Tools

The first humans discovered that they could manipulate the materials of their environment to tighten and broaden the desire-to-experience cycles they lived by: huts, clothing, tools, pots, toys, paints.

This way, they discovered a very simple form of 'magic', one which took them a small way towards the first feature listed above: they were able to step beyond the constraints of their given bodies and abilities. And, again, having a pot of water was as good as redirecting the river to your house, in enough ways to be valuable.

Such magic also offered something of the second feature. The bigger wishes required more skill with the tool, but the better the tool, the bigger the wishes you could make on it. The 'wish' would be expressed through use of the tool, which required a skill that's reusable: using a knife or a pot is much the same action regardless of whether you're cutting bread or wood, whether carrying water or rice.

However, even though they may be made easier to use through ergonomics and skill reuse, each tool had to be learned separately, and explicitly made to do what the owner required. Bigger wishes ('a meal!') would require these skills plus more on top (a cook's skill). A recipe has to be followed by hand.

So, while humankind dreamed of the powers of wizardry, they were stuck with just the latest tools, or, as we now say, 'technology'. These tools often delivered enough benefits to justify their creation. But they required some skill to be applied in order that they might translate desires into experience.

Which was pretty much how things remained, until the digital technology age...

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