Wednesday, December 11, 2013

Neuroses and Video Games: A metaphor.


Neuroses and Video Games: A metaphor.

 

Pushing the conscious symptom f a Neurotic problem is never as simple as trying to efface it entirely from consciousness. Often, the invasive obsession is symptomatic. Sometimes, the problem has been resolved by Intent to the best of one’s ability, and time is merely necessary for the symptoms to dissipate and for the sludge to wash away. At other times, however, the difficulty is persistent because the underlying crisis still brews. Often, in such cases, consciousness is ill-equipped and in fact unwanted in the psyche’s maneuvers to restore itself.

The Unconscious will often interfere with consciousness’s attempts to understand Unconscious contents, as though to beseech that the ego merely go about its work.

 

At certain times, however, a heroic act on the part of the ego is necessary. Here, the mission seems to follow the design of a puzzle level in a video game:

 

Symptoms of neurosis exist on the surface level like immovable objects; crates in an attic would be an apt metaphor. The boxes in themselves contain no items with which to complete the mission; they appear to be dead weight. Moving some aside by an effort of basic will reveals a trap door or square hole in the floor to the dark, deeper strata of the psyche. There, immediately upon descent, a battle ensues with strange creatures.

 

Emerging more or less victorious from the fight, one reaches the appariti that move the crates on the surface that had hitherto been immovable. Perhaps a tool is acquired with which they can be destroyed.

 

An ascent to consciousness again finds us in the same attic but a markedly transformed predicament; it may Appear identical, but the player knows that it is not. He is then free to pass through a now open tunnel to the next level, hopefully not looking back.

 
Dm.A.A.

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