part three of three
21) Games are chosen but, generally, they are chosen arbitrarily, they overlap each other
and are limitless.
22) The usefulness of game playing to individual survival derives
from the resultant
emotional rewards or warnings which become the currency used to purchase 'items' relevant to survival
and help give the illusion
of value and reason to those purchases.
23) Some of the most important emotions to existence, and those
which indicate that one's games
are vital, are boredom, interest
and curiosity. In a world with all the wealth and love anyone
could use, these simple emotions, and others like them, would
still need to be appeased. One can have too much money, sex, love, food and power, but not of games in general.
24) To play a game, a life must survive long enough to achieve incidental values on
its path towards the goal. The specific goals are not actually very important to life except
as stepping stones to further games. Satisfaction is rare as a result.
25) The perception of winning and losing informs the emotions, contexts are
manipulated to decide winners and losers (more on that later). Emotions are
associated by a solipsistic life form towards a situation. Intelligence faultingly
systematizes the memory of the emotional associations made towards a game into
values. Mistakes by the rational aspect can be useful. All mistakes have positive
and negative value.
Again, values become goals and
rules for future games.
26) Some goals, like touch, warmth and nourishment are genetically instructed
as starting positions. Other goals are created from the emotional reaction
to games. The de facto genetic goal of existence is death and the de facto
metaphysical goal of all life is extinction. To 'win' at life is to die, or to be extinct.
But these last goals are not
necessarily the goals of games, though they can be.
27) Genetic starter values, like touch, will still allow a variation in the games of individuals
even when they are in identical situations. Competition between identical
life-forms in games helps counter genetic similarity and
creates more variation.
Finally, the situation (or environment) will create further variation.
These three forces (games, genetics, situation) help create the variation in all
life-forms. Dualism as a concept is a mistake. There are no opposites, only
variations used in contexts where such 'dualistic' contrasts are created for game purposes.
28) Values, through genes, games and environments, are accidental and arbitrary
even if they aide survival - survival is not important.
29) The reason values are arbitrary has to do with the overall problem
with identifying anything in a context. Contexts are ongoing games that, usually,
must be conventional in order to work - that way they will allow only certain kinds of thoughts to make sense.
The problem is that there cannot
be a single natural context for anything that a life conceives. There is no possibility of accumulating all contexts,
aspects and truths and presenting them with an exact and fair communication
all at once so that the one context that is the most useful, according to the specific game being
played, is the context chosen. Also, a later additional context in that game
may prove that the context chosen originally was a failure. There is never a single
natural context.
30) Values, in all contexts, are essentially arbitrary and so too is its derivative ethics. Actions considered to be 'good' are invariably neither good
nor evil. Any act, can be considered useful or not useful depending on
the game being played. For example, the killing of a person, in various
games, though with identical methods used, will be called murder,
execution, casualty, hunting, ritual, mercy, heinous act, self defense,
or any number of other things. However, always there are other people's parallel games in play
which make the 'murder' then an act of 'self defence' -- you kill a
neighbour for fun then discover he intended to kill you and so it
becomes justifiable homicide. The games may stop there but the causal
chain continues infinitely. It is likely that the murder will immeasurably
cause further 'good' and 'evil' as time goes on. When a game player says
an act is good or evil it is just using a deliberately chosen context in order
to win its game.
31) Politics is ethics, ethics is politics. Both are economics. Any systematic study of value, including sociology, political science, or any moral teaching is only a sphere of economics. Regarding morality, experiments will show that anything
can be called evil and almost anyone will believe it. Call a rock evil frequently enough and
those who listen to it can be made to believe it.
32) The idea that there are genetic diseases, disorders or
handicaps is mistaken, these factors are part of the individuation
process of genetics and the environment which can be made useful depending on the
games that are played, and depending on the accidents of life.
33) Winning games against others, and gaining value for oneself
during games, potentially increases the power of an individual for later games.
34) Power actually comes through game incidents and also determines which context becomes acceptable to groups.
Power is expressed through ideas and physical force. War is as natural as rain, but manipulation of contexts
is always the key.
35) Individual life forms constantly form cooperative and
competitive arrangements with other individuals. Co-opetition
is a word describing the inseparable quality of these ideas. Co-opetition is exemplified
by arm wrestlers who wrestle with
their right arms and, with their left, hold hands underneath the action in order to help brace each other.
This co-opetition is the same for all games with an opponent - there is always an element of cooperation
in competition. Coercion is relevant and changes co-opetition only
insofar as it informs individuals of unappreciated
values through warnings.
36) The process that arrives with the ongoing co-opetition of
solipsistic life forms is similarto evolution except that there
is no hint of progress and survival is not the issue, it's just a by-product.
Things simulate each other and, like a
rumour, eventually are distorted away from recognizable forms. (Also see
Self Directed Mutation.)
The actions that are taken are games, and lack of purpose is
recognized -- this process is called Simolution.
37) No purpose is served by life's existence except in the context of a games.
Successful reproduction is irrelevant accept in the context of
someone's game and absolute progress by any life-form
is a fantasy. Reproduction, or survival, will never be the ultimate goal of
life in general. The idea that some life-form's survival 'instincts' are hardwired
or that survival genes inform our every action are false: plenty of
examples - from celibacy, to abortion, to suicide, to reckless heroism, to risk taking
sports - shows us that survival cannot be the goal of all life, so it is the instinct of none.
38) The whole concept of a species hierarchy in life is also meaningless.
There is no 'king of the beasts
' or 'stewardship' on earth. Depending on how you define 'top of the heap', at any given moment trees,
insects, viruses, fungi, bacteria, humanity, robots, blood cells, or Bill Gates can be considered tops. Power
does grow relative to the game, or games, played but, in general, power does not increase
and, besides, death is the de facto goal of life. Nearly anything can have 'more' power
given the right context, accident or game-move. Sometimes even a rotting corpse can be more powerful
than a man in a tank.
39) That we are just matter in a cause/effect universe is as true for life as it is for other
matter. Chaos theory, or just the observation of anything, shows that nothing goes on exactly as it did before,
so therefore nothing is perfectly predictable. Life may be only matter (the supernatural may also
be just matter), but this does not prevent it from initiating an event or action. For
illustration -- say an explosive device is set to go off when the heat of a car engine reaches 30c. What
was intended by this set up was for the working engine to cause the heat to rise. But instead of the
engine doing the job the sun did, or a garage heater, or block heater, or a house fire, or any number
of other things thus ruining the intension. These things may have never happened before in the history
of the world but they do and often (Murphy's Law). The device goes off at the wrong moment
and while cause/effect can still be said to be in play, it is still the device that non-spontaneously
initiated a unique action. This is why things are not perfectly predicable.
Life is only a material device with one extra level of cause/effect, a sense of self.
40) This game gene theory can be borne out in the observation of the activities of all life forms. It is basically relativistic, as absolutes are context created illusions relative to the known universe.