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==Emergent Hyper-structural Portal Functionality AKA EHSPF== | |||
'''[related: [[metroid|MetroidVania]], [[Vpd|Virtual Portal Devices]]]''' | |||
---- | |||
Emergent Hyper-structural Portal Functionality AKA EHSPF [related: | |||
MetroidVania] | |||
Emergent Hyper-structural Portal Functionality or EHSPF (of which | Emergent Hyper-structural Portal Functionality or EHSPF (of which | ||
[[vpd]] | [[vpd|VPD]]'s are a subset) refers to various permutations of functional portals offering veiled glimpses of or contact with the Hidden World AKA the contents of the [[cybernetics|Black Box]] by articulating a poignant and | ||
's are a subset) refers to various | |||
permutations of functional portals offering veiled | |||
contact with the Hidden World AKA the contents of the | |||
[[cybernetics]] | |||
by articulating a poignant and | |||
enveloping alternate reality. Most often EHSPF is used in reference to digital | enveloping alternate reality. Most often EHSPF is used in reference to digital | ||
alternate reality platforms ( | alternate reality platforms ([[vpd|VPD]]'s) containing a palpable aesthetic of | ||
[[ | loneliness, desolation, and longing. The concept emerged in part as a way to parse the emotional and psychological effects of the MetroidVania <ref> A ''vaticinium et eventu'' portmanteau for a series of games combining aspects of ''Metroid'' and the Konami title ''Castlevania''. </ref> series of games originally associated with the Nintendo Entertainment System ([[nes|NES]]). Primarily centering on [[metroid|Metroid]], [[zelda|The Legend of Zelda]] | ||
's) containing a palpable aesthetic of | and a number of titles from [[konami|Konami]] and, to a lesser extent, Capcom, | ||
loneliness, desolation, and longing. The concept emerged in part as a way to parse the | |||
emotional and psychological effects of the MetroidVania | |||
< | |||
</ | |||
series of | |||
games originally associated with the Nintendo Entertainment System ( | |||
[[nes]] | |||
). Primarily | |||
centering on | |||
[[metroid]] | |||
, | |||
[[zelda]] | |||
and a number of titles | |||
from | |||
[[konami]] | |||
and, to a lesser extent, Capcom, | |||
the series was characterized by the insinuation of a world beyond view via | the series was characterized by the insinuation of a world beyond view via | ||
scrolling - elements that pre-exist (and post-exist) engagement. Thus, the | scrolling - elements that pre-exist (and post-exist) engagement. Thus, the | ||
player itself controls the scrolling, the view of the game orients a limitless | player itself controls the scrolling, the view of the game orients a limitless | ||
reality around | reality around ''self''. This conjuring or insinuation of the non-temporal non-spatial aspects of cyberspace led to direct engagement with [[apeirophobia]], or fear/fascination with infinity as it pertains to the generation of so-called existential (and thus poignant) emotions. These emotions result in the digital reality taking on the properties of a simulacrum. Extreme examples of this technique include various "infinite loop" traps from the EHSPF series including, but not limited to, the Lost Woods in ''[[zelda|Legend of Zelda]]'', the "Hidden Levels" in ''[[solomons-key|Solomon's Key]]'', Level 7-4 in Super Mario Bros. and, to a certain extent, the Ladder Scene in ''[[metal-gear-solid|Metal Gear Solid]] 3: Snake Eater''. Also vital in the parsing of EHSPF functionality is gameplay based on non-linear, self determination and cybernetic self-advancement via the acquisition of skills and weapons and need to backtrack. The practice of reality morphing/glitches <ref> Ex. "climbing the walls" in ''Metroid'' and the [[konami|Konami Code]]. Notably, [[nes|NES]] glitches commonly occurred as a result of insufficient ROM, often slowing and slurring gameplay in moments of violent complexity - in a sense a meta-digital "fight or flight" response. </ref> (whether or not intentional) as it relates to Brecht's ''Verfremdungseffekt'' or "distancing effect" also serves to amplify | ||
self | |||
. This conjuring or insinuation of the | |||
non-temporal non-spatial aspects of | |||
cyberspace led to direct engagement with | |||
[[apeirophobia]] | |||
, or fear/fascination with infinity as it pertains to the | |||
generation of so-called existential (and thus poignant) emotions. These | |||
emotions result in the digital reality taking on the properties of a | |||
simulacrum. Extreme examples of this technique include various "infinite loop" | |||
traps from the EHSPF series including, but not limited to, the | |||
in | |||
[[zelda]] | |||
, the | |||
in | |||
[[solomons-key]] | |||
, Level | |||
7-4 in Super Mario Bros. and, to a certain extent, the | |||
in | |||
[[metal-gear-solid]] | |||
3: Snake Eater | |||
. Also vital in the parsing of EHSPF | |||
functionality is gameplay based on non-linear, self determination and | |||
cybernetic self-advancement via the acquisition of skills and weapons and need | |||
to backtrack. The practice of reality morphing/glitches | |||
< | |||
</ | |||
(whether | |||
or not intentional) as it relates to | |||
's | |||
Verfremdungseffekt | |||
or "distancing effect" also serves to amplify | |||
emotional effects of the EHSPF series. By reinforcing the digital artifice | emotional effects of the EHSPF series. By reinforcing the digital artifice | ||
inherent to such environments, players are made aware that they are inhabiting | inherent to such environments, players are made aware that they are inhabiting | ||
| Line 89: | Line 17: | ||
moments of contact or awareness with base reality characterized by the transcendence of cerebral conceptual frameworks | moments of contact or awareness with base reality characterized by the transcendence of cerebral conceptual frameworks | ||
including a discrete sense of self. Subsequently, EHSPF terminology has come to be applied to the non-digital realm. | including a discrete sense of self. Subsequently, EHSPF terminology has come to be applied to the non-digital realm. | ||
[[error]] | [[error|Rear brake lights in rain]], outdated | ||
, outdated | [[burgundy-car-interior|burgundy car interiors]], certain cloud formations, | ||
[[burgundy-car-interior]] | |||
, certain cloud formations, | |||
the creation and collective acceptance of narrative myth, | the creation and collective acceptance of narrative myth, | ||
[[ornithomancy|ornithological]] | |||
[[ornithomancy]] | bird behaviours <ref> Birds, as dinosaur descendants, are the only animals able to fully traverse organic portals in full corporeal form. </ref>–these non-digital phenomena have been cited as having potential ESHPF properties (especially when paired with the appropriate audio) <ref> Ex: anything from ''Hejira'' that Jaco plans on. </ref> . Additionally, portal functionality can be accessed internally via extended meditation, psychosis, and/or psychedelic/ | ||
bird behaviours | [[narcotics|narcotic]] drugs. Hyper-structurality here refers to the emergence of portal functionality from larger systems of interlocking alternate reality generators with common practices, phenomenological parameters, and general aesthetic sense <ref> Playing ''[[rygar|Rygar]]'' during a quiet rainstorm while under the influence of Sativa-dubbed [[cannabis|cannabinoids]]. </ref>. In recent years, a number of prominent neuropsychologists have begun to posit the idea that the public's unquenchable desire for items displaying ESHPF actually represents a turn away from base reality, and that our pursuit of such portals amounts to a sort of [[imago|Freudian]] "death wish" in the form of a non-temporal nostalgic oblivion. | ||
< | |||
</ | |||
–these non-digital phenomena have been cited | |||
as having potential ESHPF properties (especially when paired with the appropriate audio) | |||
< | |||
</ | |||
. Additionally, | |||
portal functionality can be accessed | |||
internally via extended meditation, psychosis, and/or psychedelic/ | |||
[[narcotics]] | |||
drugs. Hyper-structurality here refers to the emergence of portal | |||
functionality from larger systems of interlocking alternate reality generators with | |||
common practices, phenomenological parameters, and general aesthetic sense | |||
< | |||
</ | |||
. In recent years, a number of | |||
prominent neuropsychologists have begun to posit the idea that the public's unquenchable desire for items displaying | |||
ESHPF actually represents a turn away from base reality, and that our pursuit of such portals amounts to a sort of | |||
[[imago]] | |||
"death wish" in the form of a non-temporal nostalgic oblivion. | |||
Latest revision as of 17:24, 15 January 2026
Emergent Hyper-structural Portal Functionality AKA EHSPF
[related: MetroidVania, Virtual Portal Devices]
Emergent Hyper-structural Portal Functionality or EHSPF (of which VPD's are a subset) refers to various permutations of functional portals offering veiled glimpses of or contact with the Hidden World AKA the contents of the Black Box by articulating a poignant and enveloping alternate reality. Most often EHSPF is used in reference to digital alternate reality platforms (VPD's) containing a palpable aesthetic of loneliness, desolation, and longing. The concept emerged in part as a way to parse the emotional and psychological effects of the MetroidVania [1] series of games originally associated with the Nintendo Entertainment System (NES). Primarily centering on Metroid, The Legend of Zelda and a number of titles from Konami and, to a lesser extent, Capcom, the series was characterized by the insinuation of a world beyond view via scrolling - elements that pre-exist (and post-exist) engagement. Thus, the player itself controls the scrolling, the view of the game orients a limitless reality around self. This conjuring or insinuation of the non-temporal non-spatial aspects of cyberspace led to direct engagement with apeirophobia, or fear/fascination with infinity as it pertains to the generation of so-called existential (and thus poignant) emotions. These emotions result in the digital reality taking on the properties of a simulacrum. Extreme examples of this technique include various "infinite loop" traps from the EHSPF series including, but not limited to, the Lost Woods in Legend of Zelda, the "Hidden Levels" in Solomon's Key, Level 7-4 in Super Mario Bros. and, to a certain extent, the Ladder Scene in Metal Gear Solid 3: Snake Eater. Also vital in the parsing of EHSPF functionality is gameplay based on non-linear, self determination and cybernetic self-advancement via the acquisition of skills and weapons and need to backtrack. The practice of reality morphing/glitches [2] (whether or not intentional) as it relates to Brecht's Verfremdungseffekt or "distancing effect" also serves to amplify emotional effects of the EHSPF series. By reinforcing the digital artifice inherent to such environments, players are made aware that they are inhabiting a parallel reality. Sometimes referred to as "glitch framing", these transparencies of machinery parallel "IRL" moments of contact or awareness with base reality characterized by the transcendence of cerebral conceptual frameworks including a discrete sense of self. Subsequently, EHSPF terminology has come to be applied to the non-digital realm. Rear brake lights in rain, outdated burgundy car interiors, certain cloud formations, the creation and collective acceptance of narrative myth, ornithological bird behaviours [3]–these non-digital phenomena have been cited as having potential ESHPF properties (especially when paired with the appropriate audio) [4] . Additionally, portal functionality can be accessed internally via extended meditation, psychosis, and/or psychedelic/ narcotic drugs. Hyper-structurality here refers to the emergence of portal functionality from larger systems of interlocking alternate reality generators with common practices, phenomenological parameters, and general aesthetic sense [5]. In recent years, a number of prominent neuropsychologists have begun to posit the idea that the public's unquenchable desire for items displaying ESHPF actually represents a turn away from base reality, and that our pursuit of such portals amounts to a sort of Freudian "death wish" in the form of a non-temporal nostalgic oblivion.
- ↑ A vaticinium et eventu portmanteau for a series of games combining aspects of Metroid and the Konami title Castlevania.
- ↑ Ex. "climbing the walls" in Metroid and the Konami Code. Notably, NES glitches commonly occurred as a result of insufficient ROM, often slowing and slurring gameplay in moments of violent complexity - in a sense a meta-digital "fight or flight" response.
- ↑ Birds, as dinosaur descendants, are the only animals able to fully traverse organic portals in full corporeal form.
- ↑ Ex: anything from Hejira that Jaco plans on.
- ↑ Playing Rygar during a quiet rainstorm while under the influence of Sativa-dubbed cannabinoids.
