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IP_DEBUG and the Human Condition
by: Victor Lobelia | January 4, 2002

II. Wire-Frame View - The Intellectual

The bare-bones of a Hitman level

Much like the video game world, our world is made up of codes. There are basic mathematical principles, universal geometric patterns. Social codes. Body Language. Linguistics. Advertising. There are cellular phone emanations, sound vibrations, weather patterns, and lunar cycles. The existence of these integrated stystems is largely ignored by the phantom-chasing Hitman. He does not notice the phase of the moon. He does not critically dissect the Nike commercials, nor does he try to understand the heroin addict actor he just read about in Entertainment Weekly.

The philosopher, on the other hand, sees the 1's and 0's which are clicking away at the foundations of his life, of his own thoughts, the thoughts of others, and even at the circuitboards of his laptop. He can look at a chair while in "Fool" mode and think "sit", then alter his consciousness (press "T") and see the chair as a symbol. Like a stop sign. As the octagon translated to intellectual terms means: "stop and look both ways for the safety of yourself and others, for we are in positions of great responsibility driving these deadly machines, and we MUST have rules that govern their transit through these areas of urbanity!", so the chair in intellectual terms means: "this is a dwelling of humans. We choose to designate areas of rest with these interlocked pieces of wood.

Of course, we could sit down on the floor or on the table. However, there are certain things which we need to signify that this is a human abode, such as welcome mats, silk curtains, and chairs. This chair is made of laquered cherry wood, which is expensive, meaning I am a person of a certain level of prosperity. I am upper middle class. So sit down, for this is a place of rest in my upper middle class human abode." By pressing the "T" key, the wire-frame structure which lies underneath the chair is revealed. He is closer to understanding the coded messages which makes up his society as well as his universe. He sees the series of interconnected lines which are the real gist behind the colorful, fleshed-out spectacle. If he presses "Y", he can even see through walls!

III. Ramp Emulation View - The Icon

Kinda euphoric... know?

This is a one of the more exhillarating states of consciousness. This is the dream state. The place where the Hitman has seamlessly integrated intellectuallism with sensuality. His world becomes one large symbol. There is a white shape that resembles a human, but has no face. The archetype of humanity. The angelic humunculus, roaming around in a universe of whitewashed symbolism. A sign with no words. The shape of a tree. This could also be Plato's world of ideas. These might be the shapes that eventually manifest into the Hitman's waking world. You can push "0", alter your game consciousness, and suddenly you see the TRUE shape of that tree. No colors, no digital imperfections. The archetype of a tree. The ultimate geometric reality of the concept that is... TREE.

Did the game programmers use their knowledge of cognitive parallels to subversively influence Hitman players? Or were they channeling a more evolved consciousness while in their vulnerable, sleep-deprived state of digital hypnosis? I don't think the answer is important. The importance lies in the fact that there is a debug mode, and with it, we learn what it is possible to do. It is possible to write our own code.

Overthrow the artifice of reality and destroy/become God. Cheers.

[This is Victor's first contributing article to HitmanHQ. He is the strangest person you'll never meet. Enjoy reading? Can't read? Feel free to talk it over in the forums!]

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