Side Quests and Damage
Sid Meier, creator of the Civilization series of games, is often quoted that games are a set of interesting choices, of meaningful decisions. If so, is there any more meaningful decision than the Epic Quest that is your life?
If you really were thrust into a video game, or found, as Simulation Hypothesis ponders, that Life is Actually a Game, then wouldn't you spend some time leveling up your character? making meaningful connections? Enjoying the process? Acquiring skills, feats and powers that help unlock new paths and quests?
What if Your Life Was a Game?
And would not the work you invent for yourself be the ultimate pastime? More fun than even fun could be? In the movie classic Groundhog Day starring Bill Murray, he is cursed with having to repeat the same day over and over again, with only his character able to recall that the day has been repeated. After thousands of days acting selfishly, he realizes that the gift of unlimited time will allow him to become the best version of himself. Unlike the film, you don't have forever, which is all the more reason to get busy with your quests now.
Side Quests
The three main quests are always out there, but what game would be complete with out some extra missions, or side quests. These are opportunities to do some interesting things that aren't critical to the main quests, but still fun and or important in your own way.
Pretty simple really! There is a lot of research to show that acting meaningfully to help others is not only a great way to help them, but also provides more meaning to your own life. In a way altruism is critical to fulfillment because it gives your life meaning. I mean, we could just quote the Beatles and say, "the love you take is equal to the love you make", but whether it is cosmic karma, a legerdemain of love, or simply an act of faith, this side quest is important to me. I love to feel useful, and what better way to be useful than helping others?
Spending one hour of your 168 every week helping a friend move, or participating in civic service may be the best investment of time you could make. Let's see what those dividends are over time.
2 XP per week
Weekly deed to advance the quest
- Write a thank you card or letter expressing gratitude to those who have given you assistance in your life's quests so far.
This one also is not complicated. I have a drawer full of Thank You cards and stamps are cheap.
2 XP per week.
Damage Penalties
Finally, let's discuss the damage penalties each week. When I was crafting this game I wanted it to be a positive system. I would earn points for doing something, this way I motivated myself to do more than nothing. However, I also wanted to discourage myself from a couple of behaviors.
For each of these actions I wanted it to hurt. A lot. I wanted to want to avoid these things. Additionally, I would engage in reinforcing self-talk. "Chips aren't worth 5 points.", and "I don't drink soda.". It's isn't just that I am giving up soda, I GAVE UP soda. It is terrible for you!
Death and Dying
In any game you don't want to die, it would end the game. And, this isn't really a game with a reset button or the chance to roll up a new character. If you knew something would kill you, you would avoid it, the only difference is that we discount the future because the thing won't kill you right away. In this way, we make bad decisions while the penalties are distant. How can we shift that attitude?
More on the psychology of discounting the future- in the future! (maniacal laugh)
Tomorrow: Week 1 Recap and What to do when you stumble...
If you really were thrust into a video game, or found, as Simulation Hypothesis ponders, that Life is Actually a Game, then wouldn't you spend some time leveling up your character? making meaningful connections? Enjoying the process? Acquiring skills, feats and powers that help unlock new paths and quests?
What if Your Life Was a Game?
And would not the work you invent for yourself be the ultimate pastime? More fun than even fun could be? In the movie classic Groundhog Day starring Bill Murray, he is cursed with having to repeat the same day over and over again, with only his character able to recall that the day has been repeated. After thousands of days acting selfishly, he realizes that the gift of unlimited time will allow him to become the best version of himself. Unlike the film, you don't have forever, which is all the more reason to get busy with your quests now.
Side Quests
The three main quests are always out there, but what game would be complete with out some extra missions, or side quests. These are opportunities to do some interesting things that aren't critical to the main quests, but still fun and or important in your own way.
Side Quest #1- Be a social support to my community
How? Following the Golden Rule of Improvisational Theater- say yes to someone who needs help.
Weekly deeds to advance the quest:
- Help friends or family advance their own personal goals for at least one hour every week
- Help advance a community goal for at least one hour every week
Spending one hour of your 168 every week helping a friend move, or participating in civic service may be the best investment of time you could make. Let's see what those dividends are over time.
2 XP per week
Side Quest #2- Write an expression of gratitude
How? Writing a note or letter to those who have helped you in your life.Weekly deed to advance the quest
- Write a thank you card or letter expressing gratitude to those who have given you assistance in your life's quests so far.
This one also is not complicated. I have a drawer full of Thank You cards and stamps are cheap.
2 XP per week.
Damage Penalties
Finally, let's discuss the damage penalties each week. When I was crafting this game I wanted it to be a positive system. I would earn points for doing something, this way I motivated myself to do more than nothing. However, I also wanted to discourage myself from a couple of behaviors.
Drinking soda
Sleeping less than 7 average hours per day
Eating "Ch-" foods (Chocalate, Cheese, Chips)
For each of these actions I wanted it to hurt. A lot. I wanted to want to avoid these things. Additionally, I would engage in reinforcing self-talk. "Chips aren't worth 5 points.", and "I don't drink soda.". It's isn't just that I am giving up soda, I GAVE UP soda. It is terrible for you!
Death and Dying
In any game you don't want to die, it would end the game. And, this isn't really a game with a reset button or the chance to roll up a new character. If you knew something would kill you, you would avoid it, the only difference is that we discount the future because the thing won't kill you right away. In this way, we make bad decisions while the penalties are distant. How can we shift that attitude?
More on the psychology of discounting the future- in the future! (maniacal laugh)
Tomorrow: Week 1 Recap and What to do when you stumble...
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