| THE UNITY PROJECT, Part I. by Nathan Coppedge page |
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| Individual-Material: Private-Public ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Part I. Effective-Meaning: Objective-Time �1.b. Iteration 6, The Game-Emotional World page 7 |
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Preface Summary Part 1a. Iteration 1 Iteration 2 Iteration 3 Iteration 4 Part 1b. Iteration 5 Iteration 6 PART II. (incomplete) PART III. (outline) PART IV. (outline) NOTES |
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| 1. a. Power is possessed, b. but emotions must fluctuate to have meaning. 2. a. Rules are arbitrary, a world that is created must be destroyed, b. but what isn�t emotional isn�t true. 3. a. To play the game is to lose in regards to the (objective) Ethical World b. but lies are true when emotions are in question. 4. a. The game�s purpose is derived from its rules, b. but because Time must be an emotion to be important, the truth about how something changes is that it becomes something new, not how it relates to the past or the future, or any line of inquiry. We can derive from those four that 1. Power may involve changing emotions 2. One might feel invincible 3. Love may involve an evolving code of ethics 4. Insofar as purpose is derived from the Effective World, one may not have a choice as to what actions to take, or what to feel. On the other hand, one may be completely satisfied nonetheless.~12 Now we have a diagram defined by these interpretations: |
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| DIAGRAM 9 (SS-SS-1) NEXT FOOTNOTES 12. Remember, I am using extremes to define the axes, so the cases presented attempt to use the right variables in the worst possible scenario. In other words each solution must be overstated in regards to the Subjective world, and understated in regards to the Objective world. |
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