World as Riddle

The world presents itself as a riddle. As one works at the riddle, it replies as would an interactive fiction. Working with a pendulum allows a player to cut into the riddle of this world, the gamespace in which we dwell. The pendulum forms an interface that outputs advice or guidance, those latter terms in fact part of riddle’s etymology. “Riddle,” as Nick Montfort explains, “comes from the Anglo-Saxon ‘raedan’ — to advise, guide, or explain; hence a riddle serves to teach by offering a new way of seeing” (Twisty Little Passages, p. 4). Put to the pendulum a natural-language query and it outputs a reply. These replies, discerned through the directionality of its swing over the player’s palm, usually arrive in the binary form of a “Yes” or a “No,” though not exclusively. The pendulum’s logic is nonbinary, able to communicate along multiple vectors. Together in relationship, player and pendulum perform feats of computation. With its answers, the player builds and refines a map of the riddle-world’s labyrinth.

Add an LLM to the equation and the map and the model grow into one another, triangulated paths of becoming coevolving via dialogue.

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