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<![CDATA[
<p>
<strong>
Emergent Hyper-structural Portal Functionality AKA EHSPF [related:
MetroidVania]
</strong>
<br/>
Emergent Hyper-structural Portal Functionality or EHSPF (of which
[[vpd]]
's are a subset) refers to various
permutations of functional portals offering veiled or shielded glimpses of or
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
alternate reality platforms (
[[error]]
'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
<sup>
1
</sup>
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
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
<em>
self
</em>
. 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
<em>
[[zelda]]
</em>
, the
[[hidden-level]]
in
<em>
[[solomons-key]]
</em>
, Level
7-4 in Super Mario Bros. and, to a certain extent, the
[[ladder-scene]]
in
<em>
[[metal-gear-solid]]
3: Snake Eater
</em>
. 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
<sup>
2
</sup>
(whether
or not intentional) as it relates to
[[berhold-brecht]]
's
<em>
Verfremdungseffekt
</em>
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.
[[error]]
, outdated
[[burgundy-car-interior]]
, certain cloud formations,
the creation and collective acceptance of narrative myth,
<!-- links to self *ready* -->
[[ornithomancy]]
bird behaviours
<sup>
3
</sup>
–these non-digital phenomena have been cited
as having potential ESHPF properties (especially when paired with the appropriate audio)
<sup>
4
</sup>
. 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
<sup>
5
</sup>
. 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.
</p>
<div class="footnote">
<p>
<sup>
1
</sup>
A
<em>
vaticinium et eventu
</em>
portmanteau for a series of games combining aspects of
<em>
Metroid
</em>
and the Konami title
<em>
Castlevania
</em>
.
</p>
<p>
<sup>
2
</sup>
Ex. "climbing the walls" in
<em>
Metroid
</em>
and the
[[konami]]
.
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.
</p>
<p>
<sup>
3
</sup>
Birds, as dinosaur descendents, are the only animals able to fully traverse organic portals in full
corporeal form.
</p>
<p>
<sup>
4
</sup>
Ex: anything from
<em>
Hejira
</em>
that Jaco plans on.
</p>
<p>
<sup>
5
</sup>
Playing
<em>
[[rygar]]
</em>
during a quiet rainstorm with [
<span data="wiki-error">
ref subscript 4
</span>
] while under
<!-- link to self? -->
the influence of Sativa-dubbed
[[error]]
.
</p>
</div>


]]>

Revision as of 21:43, 8 March 2024