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Gog eye of the beholder 310/31/2022 ![]() Having lived in a commune of navel gazers for a time, it most assuredly isn’t the same.īut, as you mentioned, we are all cosmic schmucks, regardless of what appeals to us. I’m an unabashedly on the side of indirect realism over naive realism. ![]() There are some pretty compelling arguments against naive realism, which is ultimately what RAW is trying to point out with his question. The concept of “who is the master that makes the grass green” isn’t exactly General Semantics, but it is a very important tool for understanding the difference between indirect realism and naive realism (or, direct realism). A bunch of people getting tripped up on the word ‘homeless’ in a conversation? Well, specify which homelessness you’re talking about – people who are unable to take care of themselves at all (Homelessness1) people temporarily displaced by circumstances but otherwise able bodied (Homelessness2) people voluntarily choosing to be without a home (Homelessness3) and so on… Now the conversation has a level of clarity that neutralizes most of the arguments. It’s a way of thinking that deeply satisfies my Ti. My favorite questions don’t have answers, but still manage to shake something loose inside of me.įrom my perspective, General Semantics couldn’t be further from navel gazing. I’ve been asking lately: How often is our personal reality tunnel – the belief structures and conditioning that form our experience of reality – the product of other people’s reality distortion fields? How many belief systems are a cult of personality, and are we essentially assigning these people god status by accepting their reality tunnels as our own? If “history is written by the victors,” how much are our minds’ programming essentially products of past victors, people of which we may not even know the names? (If this were a Wilson book he would make an asterisk with a footnote that would say, “Dear Reader: I’m referring to everyone but you, of course.”) He pulled it from a Star Trek episode that described how a certain alien species created their own new world through mental force. Later, Bub Tribble coined the phrase “Reality Distortion Field” to describe Steve Jobs’s charisma and its effect on the people who worked for him on his projects. It’s not to presume that there is no objective reality, but that all reality is being reinterpreted through things like our senses, conditioning, belief systems and I would add, personality types. The basic concept is that truth is in the eye of the beholder. Timothy Leary coined the term “Reality Tunnel,” which Wilson helped popularize. This comparison, the buggy release and lack of major improvement are probably why EOTB3 gets panned but none of these are big issues playing it now so I reckon it’s worth playing.“We don’t see things as they are we see them as we are.” ![]() Westwood made Lands Of Lore instead which came out around the same time and is leagues ahead. are set in the the game data so currently this only shows walls and floors. I don't for example know how the doors, buttons etc. The reason why this is separated from the ASE for EOBs 1 and 2 is that EOB3 uses a different game engine and there isn't that much known about it. The levels can be a bit uninspired but it does have the virtue of being a whole lot easier and I’m enjoying it well enough. This is an automapper for the GOG-version of SSI's Eye of the Beholder 3. opening a door in some of the levels makes an electric guitar sound for no clear reason. The digital samples are used far too much and aren’t always appropriate – e.g. GOG EYE OF THE BEHOLDER 3 PATCHIt’s much smaller, the story is less well told and the music isn’t a patch of Frank Klepacki’s EOTB2 score. I can’t speak for playing it back then but playing the GOG version now, it’s a decent enough game from my experiences. ![]() I think other issues have been fixed also – it wasn’t a case of applying a single fan patch prior to this having looked into it before going for the GOG version instead. GOG EYE OF THE BEHOLDER 3 32 BITThe version on GOG uses a 32 bit version of the previously 16 bit engine which apparently fixes this so we aren’t seeing it as it was. I gather this caused all sorts of speed issues due to the digitised sounds it uses when all the monsters move around. SSI didn’t use the same engine and used the one from Dungeon Hack instead. I didn’t play it at the time but I’m on to number 3 now. ![]()
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