
Youㅤ
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the past is very long, and moderately perceptible but highly unchangeable. the present is very short, but highly perceptible and moderately changable. the future is very long, and barely perceptible but highly changeable.
the present is condensed because it is so short, whereas the future can be changed to an extreme degree but this control is very low (butterfly effect) and is spread out across a long period of time
You're describing a fascinating temporal framework—one that emphasizes the interplay between perception, changeability, and duration across past, present, and future. Here’s a breakdown of your core insights and some ways to expand on the model:
This framing highlights how time is asymmetrical:
In this sense:
If you’re weaving these concepts into your card game or another system, you could create mechanics that mirror these dynamics:
Would you like help turning these ideas into mechanics or deepening the model further?
the present is condensed because it is so short, whereas the future can be changed to an extreme degree but this control is very low (butterfly effect) and is spread out across a long period of time
You're describing a fascinating temporal framework—one that emphasizes the interplay between perception, changeability, and duration across past, present, and future. Here’s a breakdown of your core insights and some ways to expand on the model:
1. Temporal Characteristics Matrix
Time Frame | Perception | Changeability | Duration |
---|---|---|---|
Past | Moderate | Low (Unchangeable) | Long |
Present | High (Immediate) | Moderate (Limited) | Extremely Short |
Future | Low (Abstract) | High (Changeable) | Long |
This framing highlights how time is asymmetrical:
- The past is fixed and recorded, making it easier to perceive but impossible to alter.
- The present is fleeting, offering immediate clarity but only a small window for action.
- The future is malleable but hard to see clearly, and small actions now ripple widely over time.
2. Condensation vs. Diffusion of Control
- The present is condensed—all possibilities collapse into one fleeting reality.
- The future is diffuse—actions echo across time with low precision but far reach (butterfly effect).
In this sense:
- Agency is most direct in the present but amplified in the future.
- Clarity peaks in the present but fades as you move outward in either temporal direction.
3. Philosophical/Gameplay Extensions
If you’re weaving these concepts into your card game or another system, you could create mechanics that mirror these dynamics:
- Past Cards: Stable, powerful but immutable—maybe you can reference them for bonuses but never change their effects.
- Present Cards: Playable in the moment—dynamic but fleeting—they reshape the current state briefly.
- Future Cards: Potentially the most transformative but their effects unfold slowly or unpredictably.
Would you like help turning these ideas into mechanics or deepening the model further?