Wednesday, November 13, 2013

Chapter One : The Origin of The User

Note: If you have not already, please read the very first post concerning the progress of this and all coming chapters that I will be posting. Also, worth noting is that this first chapter is exposition, and to put it mildly, exposition is not my strong point.  I wanted to get it all out of the way, so the action and present narrative from the second chapter until the last will not be bogged down. I may very well change my mind.

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“…in ignorance, we find our bliss; in illusions, our happiness.”
-Anatole France



























Chapter One
    The Origin of The User
             
                                                                                 
The spoiled baby grows into…
The escapist teenager who’s…
The adult alcoholic who’s…
The middle-aged suicide
Oi! 
           
     

   

     The Valcadian sky was beaming with a pale golden luminosity as The User peered out onto the vast open field of Syanica to the north east. The grass danced furlike in the breeze; each swaying blade tall and fluid, randomly yet uniquely rendered, and boasting a fertile spectrum of green that contained only a hint of digitalized color that had long since become invisible to his eyes. Even the sunlight was synthetic, but unlike the dense plumage which had to be downscaled due to memory limitations, made use of high dynamic range and various filters, and thus its craftsmanship was so polished that it was wholly impossible to differentiate from real sunlight, even to an outsider. This and many other changes to the system were made possible only recently, after the latest anti-fragment and blending updates had been incorporated. It now truly was as they had said it would be : a vista so rich and majestic, that not even mother nature herself could compete. Such were the capabilities of modern technological artifice.
                   Of course, the technology had come a long way since the game first launched. In the early days the presentation was shabby at best : a heap of bloom effects, comparatively low-poly counts with contours of jagged linears. Back then there was less attention to graphical reproduction and more focus on manipulation of the psychophysics of The User himself.  
            The biggest deterrent as far as graphics was the project’s own limitations to apply and integrate advancements as quickly as they were developed. Normal industry leaps were often substantial and this would not do. Above all else, equilibrium was the number one priority, and so in order to maintain the illusion of constancy, the application of changes to the engine had to occur over night when The User was unconscious and, equally important, they must be subtle enough so as for The User to not perceive that any foundational details had been altered in his world. But despite the need early on for such constant alterations and adaptations to cover or distract from graphical inconsistencies, in the nineteen-plus years since the game's inception, there had never once been a critical failure. Aside from the pre-forecasted simulacra experienced in the initial weeks following immersion, and the occasional minor disparity, The User never once questioned anything – so thus far the project had succeeded.
         It was easier now because the current system was largely self-sustainable. Technological progress paired with the nearly unlimited budget the project had at its disposal led to a running version whose graphics engine bolstered a 98.2% flawless replication of real-world visual mechanics. In the eyes and mind of The User, the entire architected world of Valcadis, along with its many pre-fashioned locales and inhabitants, were unquestionably, dependably real. The rich and majestic, yet wholly man-modeled sky, was the sky, the real sky. The sun, the real sun. The light produced from this surrogate star - emitting from what was really just a lamp that used  an amplified, augmented bulb and which rotated in a semi-circle over the interface chamber – used UV rays which were indistinguishable under strict scientific examination. Too much exposure would even yield a painful sunburn, however, the parameters of the system were designed so that any injury too serious was prevented. Most of the time this was tended to by the autonomous nature of the system’s central stabilizer, a kind of all-encompassing gyroscope in which most of aspects of the software were bound together by dependent variables. But even in the unlikely event that such an error occurred in the system’s carefully coded homeostasis, a health tech monitored The User’s vitals at all times, and would only need to manually inform the weather programmer who could accommodate this potential health concern with a short hand code that would produce a storm-bearing cloud front. Then, a gradated, semi-transparent shield would slowly progress over the sun lamp, in perfect sync with The User’s visuals of the approaching cloud formation over the Valcadian sun. As the virtual storm suffused, either the system itself or one of the tactile technicians would engage a second command which would trigger one of the three small, but powerful turbine fans that would produce a current of cool, filtered, and naturally scented air, which The User felt as a gust of northern wind from the advancing front. Like all other mechanical-sensory aspects of the system - with the exception of the sun lamp - the fan operated in 270 degrees, allowing for subtle precision to a degree just beyond the liminal perception of The User. Further, its temperature was modulated in conjunction with the monitoring of The User’s neuro-transmitters until the perfect balance was arrived upon to achieve a maximum release of serotonin. This last effect might seem superfluous, but on the contrary, was quite relative to The User’s equilibrium. If The User was happy, he would be less likely to scrutinize and pick up on inconsistencies, and so this was an important consideration.
            Of course there were errors from time to time; there were too many of these little factors to take into account for there not to be. But the central stabilizer predicted and prevented most major foibles, and having been programmed with an adaptive AI, could re-adjust to some contingent malfunctions as well. Anything that eluded its radar was typically minor, but even a small variance could be a potential threat to equilibrium, and thankfully could be swiftly and effectively attended to by the congruency tech.
           Unlike most positions, that of congruency tech was held by only one man:  a meek, flabby-faced ex-fantasy author who saw to it that any flaws, malfunctions, or hitches of any kind in the operation of this environment were integrated into and explained by the scenario of The User's world. Often these were simple distractions employed to take The User’s attention away from the particular aberration, but in the case of more severe system or graphics errors, abrupt fainting would be induced, later made to seem due to acts of sorcery or linked tangentially to Valcadian mythology in some way. Best of all, this patchwork was done in a manner that did not detract from, but alternately enhanced the immersion of his experience. To further minimize the work of the congruency tech and other branches that dealt with concealment, was another team of two who had the anticipatory task of calculating a triage of factors prioritized by those which would be most likely to be detected consciously or subconsciously by The User. Every detail was pre- and post-managed this way; designed to be quadruple-redundant in preventing a noticeable loss of equilibrium. Given the scope of what was required to, it had to be. And while this micro/macro degree of planning and maintenance  might sound impossibly sophisticated or down-right absurd in terms of cooperative human resources, in actuality, the electromechanical complexity of the total system was really not any more advanced than the operation of a commercial 747 airliner….albeit one that must be kept perpetually and permanently in flight. 
            Time, or really just general change, was the biggest adversary for the team collectively and the main reason why the operation had to be as large as it was. In total, there was a rotation of 200 employees on staff, all of whom lived on site at the Salazar manor. Typically there were only about 40 techs on duty at a given moment, but all were required to be permanently on-call. Most every person employed had a singular job to perform, and whether it be design or medical or engineering, each abided to their specialized task and each task played a critical role in the functionality of this gargantuan project.
            Of the many branches, the sensory stabilization team was by far the most crucial and wide-ranging, as the most important factor in achieving equilibrium was that all stimuli perceived on a visual level by The User be responded to – immediately and accurately - with artificial, external stimuli that would simulate non-liminal harmonization between perception and virtual movement parallel to interaction with the constantly evolving environment and circumstances within. They had to work together, in a constant race to squeeze into the brief, infinitesimal window between what was being produced artificially in the environment and The User’s perception of these things. In other words, there had to be harmonization between what was expected to be felt and what was psychologically perceived to be felt. If this could be adequately counterfeited, immersion would be total. Because of the difficulty required to achieve this in an unbroken, ceaseless manner, both spatially and temporally, and down the smallest factor, out of the active technicians at any given time, roughly half attended to this particularly imperative task. 
            While the result of all this was nothing short of a multi-dimensional actuality in the perception of The User, the majority of the personnel saw only the back end, with the exception of six individuals assigned to monitor the inner happenings of the game. In rotating shifts, they watched the action from a dual screen that captured in-game events from both the fixed standpoint of The User’s POV and a tightly responsive, over-head manual camera. Each display was 100 inches, with both in 2160 UHD resolution, but of course limited to two dimensions, so the in-game experience was largely truncated. The rest of the team had little or no involvement in monitoring and did their jobs entirely through metadata from interstaff communications or instant notifications produced by the systems’ own checks and balances. So from the perspective of most of the team, the system was merely hardware conjoined with science; a complex array of cables, coding, and chemistry that allowed for a very immersive fantasy adventure.  
            They referred to it officially and simply as ‘the game.’ There was no need for a proper title, because it was not a product intended for the market. Had it been a conventional product, destined for circulation and public use, it would have certainly been dubbed something more palatable (and depressingly cliché), but with there being only one user (who had long-since lost awareness of its demiurgic mechanisms) there was no need for flashy titles and taglines - or any sort of PR for that matter.  But they had to call it something, and, out of equal parts apathy and office humor, continued using the generalized working title from the planning stages. No one ever protested for a change, so the bad joke stuck and incidentally, became official.  
            Theoretically, games need players, but the game existed for only one: its brainchild and funder, Roy Salazar. Though he had chosen to keep his given birthname - something that would have otherwise been near impossible to reverse in his identity - for professional purposes the techs referred to him as just The User.  Not a one had had any personal relationship with him before the immersion, and saw only an unconscious, vertically-suspended body, so it seemed more appropriate that way (and also fit the arbitrary naming style the project had adopted along the way).  But shared nomenclature aside, the old Roy Salazar had little in common with the Roy Salazar in Valcadis, who had long become oblivious to the memories and history of his former self, or anything relating to the substratum of his new life. At twenty years in, he had been The User longer than he had not, and so simply went about his daily dramas, as if they were real and ungoverned by external forces. Because of this, he was naturally unaware that he was coming to the culmination of a carefully scripted story arc two decades in the making.
            So The User continued on in the direction of the now setting sun, his eyes fixed on the abandoned Cathedral where Ardora was presumably being held, occupied by only one thing: the face of Ganzer Greycross. Those cold, violet eyes, partially hidden behind a sharply parted drape of blood crimson hair that stopped just shy of his most sinister feature: that smug, sadistic, sensuous smile. Not a single day had passed since his lover had been taken that this visage had not been vividly present in his mind, and as it always did, triggered a bolt of rage throughout him. Taking a last deep breath and clenching his fist around the leather hilt of his sword, The User carried onward towards the stone bethel ahead, fueled by visions of bloodshed and that wonderful emotional high particular only to vengeance.
             But as this predetermined event unfolded, momentous as it was, there were greater and more chaotic forces at work, forces outside the boundaries of Valcadis, in what was now the forgotten ether of the world The User had left behind.  For not even the scenario techs could have foreseen what bitter twist awaited their blissfully deluded employer. Ironically, it was the very aspect of the real world that was at the center of Roy’s urge to take flight into fantasy: the inevitable conclusion to the anthropocene, that would occur with collision of human greed and nature’s own cannibalistic inclination towards entropy.


1.2 : You Masturbate, in Various Ways…and then You Die

            Roy had been raised in a bubble of affluency; sheltered, spoiled no doubt, but with a deficiency of love. All of this created a recipe for insecurity and indeed he quickly developed into a sensitive – some might say neurotic - young man. So while it was in his nature to yearn for more than common conquests, the paradox was that he was absolutely terrified of the world.  Even at a very young age, Roy displayed an abnormal insecurity in regard to anything external or alien, and was reluctant to participate in typical pre-adolescent play. His psychiatrist classified this perceived growing presence of doom it as “misplaced annihilation anxiety,” and said the cause was attributed to “predisposed castration anxiety.” This did not help Roy. Later he came to understand his formation to be due to several determinants, which he had worked out chronologically, and in list form. Essentially what it boiled down to was a mixture of timing and personal history.
            But unlike most fated to fear life but forced to adapt to it in order to survive, Roy did not have any such requirements. His survival, in terms of basic necessities, was and would always be provided with a guarantee. He was alive, but loveless, lacking even a single true friend, and so had few real influences outside of what he read in books or heard in music or saw in movies, which he indulged in commonly. To make matters worse, he was inherently drawn to works of the maudlin and morbid variety and his uncensored entertainment choices only confirmed what he had suspected all along: existing was an arduous thing.
           Roy’s father had been the CEO of a major airline manufacturing company, and happened to have a serious phobia of hospitals, doctors, and the like. Because of these two things, he neglected often his annual check-ups despite the pains and because of that it was too late. By the time it was finally diagnosed, the pancreatic cancer had spread to various other organs - and not all the money in the world could do a thing about it.
            Roy had never quite understood why his father was almost always away on business, just that his absence was noticeable, and that his concept of a good father included being present and involved, two things his own dad was not. Just prior to his death, however, his father confessed to Roy how guilty and regretful he felt for not giving him the proper attention, and in hopes his son would forgive him, had changed his will to exclude his ex-wife, Roy’s Mother, and make Roy the sole beneficiary of all remaining capital and assets.  The new will declared that on his eighteenth birthday, Roy would be gifted this generous inheritance, along with 49% control of the company stock. 
            But besides this, which seemed like a trivial event in the distance future, not a lot changed in Roy’s day to day life after his father’s passing. He still did not see much of the man, and as it had been for most of his childhood, Roy remained primarily in the supervision of the nanny, an old humorless Salvadorian man who did the house chores and informed the boy of meals, but little else. Roy’s mother was still alive, technically speaking, only now slightly more unavailable to him than she had been before. Though she had hated him vehemently since the divorce and especially since being excluded from the will, she was a complicated woman, and mourned nonetheless. She still attended parties more often than not. She still collected shoes, obsessively. She still drank her wine like water, perhaps more frequently than before her ex-husbands death. Really the only noticeable change between mother and son was the new routine that developed of ‘strategic financial discussions.’ Every few weeks she would show up at the estate, usually exuding a strong odor of merlot or gin, and say “Roy, I think we need to have a strategic financial discussion.” What this meant that she wanted to talk about how he would manage the money when the time came, and thoughtfully, she would volunteer to single-handedly handle the accounting in her name. Eager for her to leave him be so he could return the silent, peaceful corridors of the family library, Roy would nod obediently, mostly mute.
            Now fatherless, Roy found himself at fifteen introduced to a strange perplexity, suddenly unsure of his purpose in a world that seemed concerned with only pieces of paper that he had a large amount of. It was the common teenage crisis - the big bang into early adulthood - galvanized, and he counteracted it, as most do, with superficial rebellion. From time to time he was able to elude the watch of his security staff and would wander into the nicer districts of the city and pretend to be homeless for a few hours before being discovered and taken home with not even a slap on the wrist. After a few months of these shenanigans, he was put under watch at all times, and eventually these outlets were sealed. But there were other ways to escape, ones that fell within the ordinances of his many caretakers and ones that Roy would learn were in many ways were superior. 
           It was not until discovering in the basement an old Super Nintendo - untouched from its original and now dusty box - that videogames replaced books his primary form of therapy dealing with his problems. While his peers at the time were playing the current generation of consoles, Roy was infatuated with the pixelated second dimension. He ordered games online and played through all the classics, as advised by internet consensus. A few of these virtual sojourns had a profound and even somewhat religious effect on him and it was these particular experiences that caused him to pursue gaming as a serious hobby.            
            He decided to catch up on gaming chronologically and had one of the family assistants find him used Nintendo 64 and Playstation systems. Before he could legally drive a car, Roy had evolved from serious gamer into gaming elitist. At the time he did not understand or even question what it was that was so beautiful and intriguing about these games, but later suspected it had been due to that quality of ambiguity itself. Around the time he had finally caught up with the current titles, Roy soon found himself, like with all the things he was once passionate about, no longer enjoying games as he once had. As time progressed, this anhedonia grew and even expanded to other facets of his life, and Roy became compelled with the impossible predicament of figuring out why – why something which had once given him great pleasure, now seemed so inane.  After much analysis, yet still unable to rekindle that old flame, Roy had an epiphany. His intelligence and awareness of things had matured, and he could not convincingly transplant himself in something he knew was characteristically fake. It wasn’t the ideal, light-hearted distillation of these worlds which had been so wonderful, as he’d always assumed. Like all art, this was just a metaphor of the human conditions: beauty, finitude, and all in between. It was through the contrast that this atmosphere provided, that Roy had been able to see just how poisoned and tragic and damned dysfunctional things around him had become.


        Fatefully a victim of both poor-nurture and poor nature, and heedful that he had been born into a very dark and paranoid era for mankind, Roy stumbled awkwardly into his latter teens. He did not view the modern age unlike countless eras before, in that there was frequent oppression and suffering, but the present was unique in a number of ways, and Roy could not help become hyperconscious of them.
              Despite the glitter and neon and bad pop on the surface, many continental shifts were happening underneath the surface. Over the course of the century, technology, along with the accession of corporate oligarchy had carved a new global environment. No longer was it a matter of survival of the fittest or most adept, but now survival of the most unethical, with the whole world vying for seats in a viscous game of musical chairs. To Roy, his own was an epoch of hopelessness and ever-extending repression, a time when the men were trained like dogs, taught to chase after titillating concepts of money, status, and vanity which dangled like strings in the middle of the international pack. He could not shake the suspicion that every aspect of culture had been cleverly designed to be gradually hollowing. So much had become and was becoming transparent, commoditized. Whether or not this was incidental, Roy couldn’t know for sure, but a vast percentile of human beings on the planet had no awareness at all that they were slowly being isolated and molded by this corrupted environment – molded and molded and fucking molded - subconsciously into more malleable forms to be molded and manipulated by those who had something to profit from this unquestioning obliviousness.  All about, he could not help but witness a rampant spiritual decay. Petty and secular concerns had become supreme. Intellectuals and radicals, as well as pariahs such as himself, were being divided and crushed, left unable to fend in a global cultural climate unsuited for them, and thus exponentially dying off. The written word which Roy so cherished was quickly becoming an extinct format. Quality seemed to be vanishing from film and music and the surviving mediums, and so too it seemed, the human soul. But the common man appeared too busy being distracted and entertained to rise into action, or even care.  Perhaps Roy was guilty to some degree of pessimism and projection, but the statistics agreed: the quality of life for humanity was on a steady decline worldwide, and no one seemed to have any power to bring positive change.
            It was all too much for him to bear. Even the most mundane happening fit into this despondent outlook in some minor, obtuse way. It got so bad that eventually Roy was too disgusted to leave his house in an attempt to avoid the bombardment beyond.  But even with total sequestration, he could not escape the little reminders of reality, as these nauseating associations infiltrated his private domain and more problematically, were deeply embedded into his mind like splinters broken off at the surface.  This ghoulish disease spread and continued to haunt him until even the smallest pleasure was eclipsed by an overwhelming feeling of insignificance and futility looming at the forefront of his thoughts.             
           Seeking answers to these new and larger philosophical questions, again Roy set out to learn the cause, again foolishly following in the footsteps of the curious cat.   He returned to his library, only now focusing entirely on non-fiction. Through the many tomes on politics and psychology and social sciences, he partially found the answers that had been sought. Only instead of remedying his discontent, as before, the newly obtained knowledge plagued him with greater woes. It now seemed that he had opened Pandora’s Box and his blissful ignorance had all but evanesced.  
            It was after this ‘endarkenment,’ if you will, that the young philosopher began to see and recognize life through a lens that was not only cynical, but explicitly misanthropic. Now, all human endeavor - every activity, every facet of culture - appeared to him as unglorified, sucked dry of drama, reduced to the various forms of symbolic masturbation. Desperate for solace, he toyed with esoteric philosophies such as nihilism and solipsism, but these radical directions were ultimately unsubscribable, and in the end only ephemeral phases. But empty and jaded as he’d become, there still remained that dormant, rumbling something inside him, the ever-present, celestial yearning for more than the mindless scratching of psychosocial itches. Even had he been able to clearly diagnose this strange desire, Roy knew for certain that no grounds were available for him to achieve such a thing. Meaning was socially dictated and the world was fucking mad. The one and only thing that Roy could be certain of was that, life, the way it was arranged and lived in the modern world, was a problem.

            
Though seemingly impossible, things devolved.
           
           At first the suicidal thoughts manifested in subtle and vague forms: daydreams and ironic ‘what if?’ musings. But over time they increased in frequency and transformed into practical and plausible scenarios: real, available choices that occupied his minute-to-minute existence and seemed more and more like logical, good ones to make.  By sweet seventeen, he had become clinically agoraphobic. After half a year in hermitude, the increasing ideation with his own death taunted him to such a degree that there was a genuine concern he would not live to be considered a legal adult. Something had to be done. Indeed, a desire for death can be quite rational in some cases, but only for those who have no control over things, and furthermore are not creative enough to wade around the proverbial shit bog. One can say what they will about roots and evil, but the truth is that with enough money you could buy just about anything, and Roy would soon be in full possession of just shy of sixty billion dollars.       
            It was October of 2014 when the idea came to him. It occurred almost on a whim while contemplating what he would do with his inheritance. In a sense Roy already had the money, as anything he requested would be provided by his servants through a separate endless trust.  But there were many things considered too taboo, dangerous, or absurd to even be requested, and the real difference was a matter of power.  A part of him did still veritably wished to die and persuaded him to spend some, if not all, of his money on accomplishing this in way that was truly ridiculous. He cycled through a number of ideas, but purchasing a one way space trip into the sun seemed too uncomfortable, and he was morally against the idea of tracking down and buying existing every copy of Kafka’s The Metamorphosis and suffocating under the accumulated heap. But the more he thought about glorifying his death with some juvenile artistic statement, the more it seemed like such a waste, and he was certain there could be something worth buying that would solve his cursed predicament.
          The only beneficial thing that could be said about his youth of social neglect and honest exposure was that, strangely, it kept him from becoming a tragic cliché.    Nine times out of ten, a young man standing in Roy’s nicely-shined shoes at such a juncture, impatiently awaiting such an inheritance, would certainly be destined an adulthood enslaved by fleeting chemical rushes and an insatiable urge for love and security that could never be obtained. Nine times out of ten, he’d end up a casualty with the usual spoiled bastards whose lives became typified by cocaine and cognac, a variety of Southeast Asian hookers, plagued with despair and punctuated with cirrhosis or auto-erotic asphyxiation. But Roy, being the critical, intuitive, well-read, hyperphobic anomaly that he was, was able to formulate a different and far more creative plan for his future.        
            It was a proclivity that had been stewing in his subconscious for years, but the idea of actualizing it nearly bowled him over: he had the means to do what fantasy-enthusiasts everywhere had oft fantasized about. He shook with excitement while researching the technological angle and the notion became less deluded and with this renewed fervor for the future, he spent every waking hour until his birthday obsessively planning an outline by which the game would follow. He designed characters and settings which were ideal to his subjective tastes. When he was finally satisfied with his custom requirements, totaling almost a hundred pages of notes and sketches, all that remained to be done was wait out the last three weeks. Soon he would be granted the freedom and financial means to do as he pleased. Soon he would fix the puzzle of his life, the only way he could presume how.  At last, the world-weary Roy Salazar had something to genuinely look forward to…

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