In life, unless in a situation to display otherwise, we’re usually taught or shown the culture we grow up in, and that’s what usually, at first, becomes our default perception of how things work. We get to know our history, our customs, and our occasions, and become comfortable with them as norms. In school, we’re typically shown about different things in other cultures in specific situations, either in history, or part of sociology, or part of any other class that might teach something about another culture different than our own. Among other, more obvious things, these are the times in school that should be remembered and appreciated, because they show us something different.
Playing music and thus being trained in reading it has always been one of the best and most formative experiences I’ve had in my life, and part of it may be because of something that I think the developer who made today’s game realized – that it’s an experience where you’re creating something for the enjoyment of others through a specific sense that you have – in this case, hearing. There’s a kind of joy in discovering a medium which has its own way of communicating and its own language, of which musical notes and compositions from a certain standpoint are.
Being outdoors or camping has never really been my thing, and it’s partially for the reasons that the developer lists are good and exciting things about doing so. The elements, the cold, the difficulty at predicting the weather – these are all things that I don’t typically find appealing about being in the great outdoors. With the fact that we’ve gotten conveniences and technology that make it unnecessary to do so, it only really increases my discomfort at doing any kind of roughing it. But that doesn’t mean that what was presented in today’s entry isn’t fun or nice. Most everyone, including me, enjoys the experience of being in front of a natural campfire and roasting marshmallows, as well as being with friends doing so, and it’s that sense of coziness that the developer wants to depict with this entry.
Loss is something that can be seemingly difficult to work through, and there are many ways to show that. When losing something precious, part of the experience is not just going through that loss, but how you ultimately try to work past that loss and hopefully break through to the other side. Games have tried on a lot of levels to be able to depict the emotional impact and the way that characters can ultimately work through something like loss – sometimes in literal ways. But the way that I’ve felt that has the best method of doing that is through symbolism, through figurative presentation, and through metaphor.
One of the worst things that you can do to someone is take away their agency to do something, to make choices and perform actions that change or fix the fate of one’s own situation. If you are helpless, unable to do anything but watch as something unfolds in front of them, it’s sometimes worse than having the choice to do something bad, because at the very least, you’d be able to do something, anything, to try to change things. Add to that a situation where someone you care about and love is in peril and it gets exponentially worse.
I was recently watching a show where you had the typical scene where the heroes are captured and their tormentor is standing over them, trying to decide their punishment. After some consideration, he does the unexpected thing, and informs the heroes that he’s going to do absolutely nothing – that he’s going to force them to wait and let the time pass, and let human nature run its course. It didn’t seem like a real torturous thing to do at the time, but as the time passed, it got to be excruciating to watch.
October is here, and with it another Meditation Games catchup post!
Internal dialogue can take many forms, especially when it comes to trying to figure out yourself and your own potential anxieties. Sometimes it’s a bit intangible-seeming, a kind of overarching presence that seeks to give you a direction to go. But sometimes it can take an actual form that your imagination and your worries give life. The latter is what I was reminded of going through today’s desktop-riding spider/bug of a game.
We can’t really expect to remember every single thing that happens in our lives. The fact of the matter is that the memories we have, at least in the vast majority of instances, blend together and are a bit hazy. While vivid detail is reserved for the most remembered or the most significant moments of ones life, and that certainly there are both negative and positive reasons why a memory could be preserved, most of what we experience day to day is remembered, stored, and then recalled in vague recollections and depictions. It’s really tough to describe that experience visually, which is why this particular Meditation Games entry is impressive to me.
I’ve never really had a good foundation for being able to skillfully play classic games. The ones that have been peppered throughout this project have been pretty big challenges for me. I’m not sure what it is – perhaps it’s the fact that I can’t get the timing right, or maybe that I’m just too nervous when trying to get to where I’m going, or maybe it’s just that I’m getting old and my reflexes can’t keep up any more. Any way you slice it, I’ve had problems – which is why the mechanics of this particular classic collector game were welcome to me.