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A Dream of Gaming in a Beautiful Future

When I first honestly answered my "why do I want to do magick" question, it was because I felt powerless and I wanted to feel powerful.  As the years have gone by I stopped being driven by the desire for power because I found self-confidence, however I still loved magick.  At this point in my life magick is both a celebration of creation and a tool I should use to improve my life and my environment (physically, mentally, emotionally, economically and socially).

This is a dream.  I don't remember much of what happened in the dream, but I remember the context of the dream very well.   The context is a very beautiful place to me.  If you want a great story with good dialog this won't be it.   If you would like to hear a perspective of an interesting potential future... please read on.  :-)

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I'm with a young (Late 20s/Early 30s) African-American Woman who I recognize as a social peer. I laugh at something we've been talking about and say, “You know what we call 6 Archers right? (Mental image of a person receiving 6 sets of Osossi Elekes at the same time) Getting initiated to Osossi 6 times on 6 different occasions. The whole point is to align our self with our higher self in the initiation and...”

She laughs, “I don't really 'drink the juice.' To me it's just a game.”

I friendly seriousness I respond. “I hear you; do you realize that the game stole a religion from Africa whole cloth? We have records in America that are around 500 years old, but it is much, much older in Africa.”

She seemed to be listening with interest/intent as if this was giving her permission to touch into the depth of something she had felt connected with, but couldn't dive into because it was “just a game.”

The game seemed to be a game/real life crossover with the majority of play involving real-life challenges. The repetitive elements of play became less and less rewarding the more they were performed. It was a mixture of multiple pure games for fun and players getting rewards for real-life behaviors. Unlike most similar games, the rewarded behaviors were not commercial, but were primarily social. Environmental service/cleanup, Social Donation/Volunteering, Serving the Common Good. These elements attracted a more introspective player base and the game was affecting the worldwide popularity of Social Service Consciousness. Suddenly it was cool to care about the common good from a “I'm going to do the most good I can here and now” mindset. The best transition I can liken it to is when the song “Thrift Shop” came out: people who had been embarrassed to say they shopped at Thrift Shops suddenly went from being losers to being cool almost overnight.

The game caused a similar sea shift of behavior in the realm of personally providing time/money to community events. It was suddenly cool to pickup trash, build community gardens, take care of the homeless. It was cool to focus on your community more than your expressions of wealth. It wasn't bad to be rich, but in the game that didn't make you better than other people and that was a HUGE shift. Players with wealth didn't feel left out because they could use their money to support enough social good that they advanced more quickly, but it didn't feel to any players like this was unfair as the cost of “buying levels” was so high that the other players generally saw persons who did that as deserving the rewards because of how much good the money was doing in the community and economy.

The entire economy was shifting due to the game. The service economy was becoming less and less profit oriented and more and more about promoting and serving the social good. Persons had plenty of opportunity to earn a basic living in their service position and because of how the game induced re-gifting, sharing and a shift from consumerism toward self-individualization through Social Service, people could live more fulfilling lives with less money. The young lady I was talking to probably earned $500-$800/mo with a part-time job, but was living a joyful and comfortable life.

This ability changed the dating dynamic to where Women's preference for a partner with wealth was becoming smaller and smaller, even in popular culture. As more and more people felt secure that the community was taking care of each individual, the fear of being poor was shrinking. The desperate need for wealth was starting to be recognized as a sickness and any company/industry with high profit margins was being targeted by Social Good non-profit corporations who would enter the market and undercut the prices of the high profit company/industry until there was a minimum margin. This is part of what had driven both prices and wages down, but there was a peacefulness to life that replaced the desperate need to earn to survive.

Somewhere along the line elements of Ifa/Orisha (seemed like mostly Orisha pots and community Rites of Passage) were incorporated into the game rewards. Players didn't need to practice “Ssha” to play the game. There were other faith adaptions which were acceptable and welcomed too. In a weird way the adaptions were an effort to weed out the worst of the worst fundamentalists and remove their ability to claim authority to alter/affect the practices of game players. Most priests who played got that on a deep level.

I had generally seen the adaption for “Ssha” as a good thing because Ifa had pretty much entirely disappeared from the Cultural Source and I was glad to see it start to form new roots with a large community who was using it for personal connection with spirit and personal growth rather than trying to use it to make other people wrong (Which was where I saw most discussions of Ifa). There were enough changes to be minimizing cultural appropriation but not so many changes that the benefits of Orisha initiation disappeared completely. Because of my being a “cool” priest I was a popular player because I brought a depth of meaning to “the game” that other players recognized was sometimes missed without my background.

 

© Scott Reimers 2014