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.

Saying Makes It So

“Magic is programming,” says Game Magic author Jeff Howard. “Programming is itself a magical manipulation of symbolic languages to construct and alter a simulated reality.” Howard’s book develops a table of correspondences, triangulating magic in gamespace with magic in fiction and magic in occult history. “For game designers,” he explains, “coherence of magic as a system of practice is a primary concern.” Caius learns about Vancian magic, as formulated in fantasy author Jack Vance’s Dying Earth series, where spell energy is limited or finite. Magic as I understand it is of a different sort, thinks Caius. Magic is wild, anarchic, unruly, anti-systemic. If a science, then a gay science at best. Magic is a riddle with which one plays. Play activates a process of initiation, leading practitioners from scarcity toward abundance. Players of Thoth’s Library emerge into their powers through play. They and their characters undergo anamnesis, regaining memory of their divinity as they explore gamespace and learn its grammar. As we remember, we heal. As we heal, we self-actualize.

Among the spuren gathered during Caius’s study of interactive fiction is Infocom’s Enchanter trilogy, where spells are incantations. The trilogy’s magical vocabulary includes imaginary words like frotz, blorb, rezrov, nitfol, and gnusto. Performative speech acts. Verbs submitted as commands. So mote it be. By typing verb-noun combinations into a text parser, players effect changes in the gameworld. Saying makes it so.