All the world’s a stage, And all the men and women merely players. (William Shakespeare)
All life is an experiment. The more experiments you make the better. (Ralph Waldo Emerson)
Life is a game. Happy people are the players. Unhappy people are the spectators. Which would you like to be? (Ernie J. Zelinski)
We are currently creating an open world computer game in the action-adventure genre.
Open world games are games where the character (of the player) can go anywhere at any time (unlike linear games where the player plays the game step by step along a clearly defined path). One of the goals, and often the most important goal for a player in the open world is the exploration of that world.
Although a player can go anywhere and freely explore any point in the world, this freedom is not what it seems. In one zone of the world there will be an enemy waiting for him who will kill him in 5 seconds. Another one will be closed for visiting and simply marked on the map. There are also other ways to limit the choice of the player.
The amount of freedom to explore the world that one gets is determined by the character’s level. As one progresses through the game and completes tasks (quests), the character’s level rises, i.e., as gamers would say, it “levels up”. In some games, for example, in the famous Assassin’s Creed franchise, the character’s level is displayed on the screen in digital form. In other games it is not clearly visible, but the computer does usually keep a level record.
When the player upgrades his/her character to the desired level, the closed zones on the map will become accessible. And then the character will be able to defeat a previously undefeatable opponent. And also do a lot of things that were previously impossible at the lower level.
But the low-level tasks (quests), which were difficult and challenging at the beginning of the game, often become uninteresting at this point.
Here I see an analogy with life…
We all are at a certain level – our vibration, or energy level. For convenience, it can be located on a scale of 0 to 1000, which I wrote about in this blog.
And we all have desires. These desires also have their own energy level.
At any moment in time, those desires which are at a level below or equal to ours are readily available to us. It is more difficult for us to achieve what is slightly higher up. And it is almost impossible to realize desires if they are at a much higher level than ours.
Take business as an example. Its level on the hypothetical scale is somewhere between 300 to 400.
If our basic energy is at the 200th level, then it is almost impossible for us to create a business. This is the level of hired workers.
If our basic energy is at the 300th level, then we have the capacity to create a business, and hired labor becomes less and less appealing as our level rises.
When we pass the 400th level, ordinary business also becomes less attractive to us. We are more interested in innovative business, which includes creativity as an integral element.
As we move up, even business gradually loses its appeal to us. At this higher stage, we are more likely to be interested in calm work leaving enough time and energy for what is perceived by others as a hobby and which becomes in fact our main business. For example, the philosopher Spinoza polished lenses for eyeglasses. Of course, it is better when the work merges with the hobby and becomes our life’s business, as it was for some great musicians, artists and poets. But this does not always happen.
This is the way to the realization of all of our desires and the achievement of any of our goals. We just need to “upgrade”, and raise the level of our energy to be higher than the level of our desires (goals).
And, much like in a computer game, we need to apply effort.
No pains, no gains; no sweat, no sweet
However, unlike what happens in a computer game, we need not so much the effort of doing something, but rather the effort of becoming somebody. Which can be achieved only by going outside our comfort zone and pushing our limits.
Unfortunately, this is something that computer games do not teach us.