This is an exploratory talk.
A video game is interesting when it touches something in the guts, and uninteresting if it doesn't. Video game makers are kind of guessing, because they are not aware of the guts pieces, whether something will be a hit or a miss. In mapping these unconscious pieces, you can understand how people work. It's given us the Clans, the LPAs, the Circle of Truths.
A taxonomy is a map of subsequent nested categories. It is both fascinating and really useful to create a taxonomy of the human subconscious. With it, you can say, "You're that kind of person, therefor you will like these things, you will not like those things. This will help you learn this thing, that will help you to understand that. This in a lover will be really good for you, that will be really bad. You can know up front, "Here is what I need based on where I am in this map. " You don't have to struggle to figure it out or gamble and luck into something. Things will become easy, throughout your entire life from toddler to old age you will have a map on how to get the easiest, fullest, most amazing life. Such a taxonomy is possible - and one of the places where we'll start finding it is in games. Considering video games, Angel found a fundamental component that is not explained by the ones currently mapped by LPA or Clan, and that is speed.
In astrology, there are three kinds of people. The seminal ones, who want to come up with new ideas and start new organisations and do new stuff but don't want to deal with the details of developing it. The parents, who want to be in charge and take over and do things, but they care more about creating and maintaining structure, they're not great about wild new things. And the support folks, they want to follow and put their all in something and believe in it, but they don't want to be the one responsible for making decisions. Either this overlaps with Clan and LPA and there's an extra dimension, or those models are incomplete.
There is a sense of a rotation around the Circle of Truths, clockwise, counterclockwise and more stationary. If their pull to rotation is strong enough, someone could actually switch Clans. The strength of the vector around this circle can make the difference between what you want to hold and what you choose to express. There is also a sense of a second pull, tied to emotions, where you can vary closer to the center or closer to the extremes. People closer to the center have less of a rotational pull, and be more focussed on the inside, while those closer to the edge are more focussed on expressing in the world. These may also be the kind of people who like speed in games.
The dynamism resulting from these pulls, would allow people to explore a lot more things, but they would be much less stable and be pulled in many directions. They would pay a greater cost for a greater reward.
Angel, 2015-03-13




















































































