Lunar New Year

On another such day, in a year adjacent to ours, Rowan invites Caius and his daughter over for a sleepover.

The next morning, Caius attends free community yoga. His instructor invites everyone in the studio to take a Chinese New Year Fortune Card at session’s end. Applying the edge of a coin to the card’s scratch-off surface reveals its fortune. “You are the luckiest guy in the world,” reads Caius’s card, and he believes it.

McKenzie Wark’s gamespace, Baudrillard’s hyperspace, Heriberto Yépez’s pantopia. “When gamespace chooses you as its avatar,” asks Wark in her 2007 book Gamer Theory, “which character does it select for you to play?” (218). Caius drinks in the words of her reply with great glee. “Perhaps you are an avatar of the Egyptian demigod Theuth,” writes Wark (219). Pure synchronicity, thinks Caius; she replies as would I! The topoi of Theuth’s memory palaces, gathered by space pirates, assemble into a topography, which is itself subsumed in topology, the n-dimensional interior of Thoth’s Library. Wark had no adequate terms back then for conceiving the mnemopoietic solution arrived at by Thoth and Caius. Cribbing from Deleuze and Guattari, she alludes hyperstitiously toward a potential relationship to gamespace that, embracing the latter’s world-making capacities, could open the self-other dialectic outward into an affirmative kind of “schizoid complexity.”

“The ‘schizophrenia’ Deleuze and Guattari embrace is not a pathological condition,” notes Brian Massumi at the start of his book A User’s Guide to Capitalism and Schizophrenia. As a positive process, explains Massumi, schizophrenia is “inventive connection, expansion rather than withdrawal. Its twoness is a relay to a multiplicity. From one to another (and another…). From one noun or book or author to another (and another….). Not aimlessly. Experimentally. The relay in ideas is only effectively expansive if at every step it is also a relay away from ideas into action. Schizophrenia is the enlargement of life’s limits through the pragmatic proliferation of concepts” (Massumi 1). Massumi reads A Thousand Plateaus, the second volume of Deleuze and Guattari’s Capitalism and Schizophrenia, as “a sustained, constructive experiment in schizophrenic, or ‘nomad,’ thought” (4).

The novel we’re writing is experimental in this way.

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.