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This is going to be a little rambly. I only wanted to pick up a quote from episode 5 of True Detective because it repeats a pattern. One that I’ve been using in many of my posts on “mythology”.

This is a world where nothing is solved.
Someone once told me, “Time is a flat circle.”
Everything we’ve ever done or will do
we’re gonna do over and over and over again…
…and that little boy and that little girl,
they’re gonna be in that room again…
and again…
and again…
forever.

You ever heard of something called
the M-brane theory, detectives?
It’s like in this universe,
we process time linearly forward…
but outside of our spacetime,
from what would be a fourth-dimensional perspective,
time wouldn’t exist,
and from that vantage, could we attain it..
we’d see…
our spacetime would look flattened,
like a single sculpture with matter
in a superposition of every place it ever occupied,
our sentience just cycling through our lives
like carts on a track.
See, everything outside our dimension…
that’s eternity,
eternity looking down on us.
Now, to us,
it’s a sphere,
but to them…
it’s a circle.

In eternity, where there is no time,
nothing can grow.
Nothing can become.
Nothing changes.
So death created time
to grow the things that it would kill…
and you are reborn
but into the same life
that you’ve always been born into.
I mean, how many times have we
had this conversation, detectives?
Well, who knows?
When you can’t remember your lives,
you can’t change your lives,
and that is the terrible and the secret fate of all life.
You’re trapped…
by that nightmare you keep waking up into.

The theme of circularity is less clear, but the rest is again about determinism and the loophole. The second block speaks of the fourth-dimensional perspective, but the important aspect is the shift from one perspective to the other. One, ours, is a perspective from within the sandbox, the other, belonging to a theoretical observer we can as well call “God”, is the perspective from outside the sandbox. Where “the sandbox” means the known universe.

What’s important about this sandbox is that all its laws are contained and the sandbox is sealed. The premise of determinism is that there isn’t any intervention to the inside of this sandbox from the outside. This is also the premise of “science”, or the belief that the laws that rule the world are not mutable (if not when subject to bigger rules).

From that perspective, from the outside, everything is cause and effect. If we toss a coin we might interpret the outcome as “random”, but we also know that the face the coin falls on depends on a great number of factors and laws. Ideally, if we could know every factor we could also then predict the trajectory of the coin, how many times it spun in the air, and so predict the face it would fall on. But since this complexity is already far beyond our reach, we still consider it a practical use of randomness: we just don’t have that kind of control when we toss the coin.

But we can imagine a different perspective if one looks from the outside. In this case it would be like a sequence of numbers, of the kind where you have to guess a few missing ones by looking and figuring out the relationship between the numbers that are there. This is a common game. But with the perspective from the outside the game is different: you know already the rule that generates the sequence of numbers, you are given one number at a random point of the sequence, and your job is instead to deduce all the numbers that come before, and all the numbers that come after. That’s determinism.

Within this context, looking from the outside, the life of someone within this box looks like “trapped”. Why trapped?

“if you can’t remember your lives, you can’t change your lives”

If a choice depends, is influenced, by processes that “come before”, then that choice is always the same if the factors leading to it do not change either. But if you have memories, then these different factors will produce different results. Within a single life, linearly, you can see how experiences influence different choices down the line. That’s a perspective from within the box.

The “loophole” is again theoretically personified as “God”. Or: you need a way to escape the sealed sandbox, a kind of loophole that lets you go “take a glimpse” from the outside, and then returning back in, keeping that knowledge, so that you can use it to “change” what happens within the sandbox.

That’s once again the idea playing in those quotes. If “God” granted us, whenever the timeline reboots and we are reborn, “memories” of our past lives, then it would be as if we would obtain the “breaching of the vessel” that grants us the loophole. Knowledge that passes through God, holding our previous memories, is knowledge that is taken from the sandbox, preserved outside it, and then injected in the box to alter its content: this is intervention from the outside, and so the sandbox isn’t sealed anymore (unless there’s another external observer, whose observed system would be a deterministic “sandbox + observed god”).

Why does this matter?

If it’s all a game of infinite perspective shifts, then we are all alike God, playing with sub-creations (see Tolkien on his mythology).

How many times those detectives had their conversation, indeed? I’ve played it at least twice. And it was repeated as many times that show was seen. Every time it’s the exact same conversation. Because those characters are trapped in a movie, and the movie plays always the same. Those characters can show feelings and everything, but they don’t have memories of the repeating acts. You can see “choice” happen, when you move from one episode to the next, those characters react depending on their past experiences, but if you rewatch the show they aren’t going to retain those memories, and so they can only repeat themselves in the exact same way.

(interesting how the genre of games called “roguelike” offers a good example of loophole and sandbox-violation. The sandbox is the game, the player is the god. The character in the game/sandbox can die permanently, but then his “knowledge”/memories passes to the player, who’s going to learn from those characters’ deaths, and play better)

So if god created the world, and sees it as a deterministic system where we don’t have any freedom, the same happens to us and to our sub-creations. We are small gods with small powers, just repeating the same moves in a smaller scale. I guess.

Oh, True Detective, HBO. Singular masterpiece on TV now.

Some pretentiousness and fluff aside, this is serious good writing, excellent use of music, excellent direction, and even more excellent acting, which is rare if taken alone, even more if you expect them to happen all at once. It comes as close as possible to an hour of perfect Television. I’m impressed (I’ve only seen the first three episodes, I’ve heard the fourth is better).

It’s also a fair bit like a TV adaptation of Bakker’s “Disciple of the Dog”. Matthew McConaughey is more than perfect for the role as Detective “Rust”, the most delicious kind of cynicism. Tasting exactly like Rust, who suffers from synesthesia. Bakker’s themes are all there and not /too/ flattened for the broader public either.

This show, contrary to the standard of TV productions, is also run entirely by a single writer and a single director. Eight episodes and the first season is over, but following seasons, if they happen, open up completely new chapters and characters. So this story will come to a close in these eight episodes. It promises and delivers.

To add more genius, the opening shows human interiority as physical landscapes. Human beings as environments. And The King in Yellow was mentioned.

But this post is simply supposed to collect quotes right from the script (or the three episodes I’ve seen).

– People out here, it’s like they don’t even know the outside world exists. Might as well be living on the fucking Moon.

– There’s all kinds of ghettos in the world.

– It’s all one ghetto, man, giant gutter in outer space.

Look. I consider myself a realist, all right, but in philosophical terms, I’m what’s called a pessimist.

– Um, okay. What’s that mean?

– Means I’m bad at parties.

– Heh. Let me tell you. You ain’t great outside of parties either.

– I think human consciousness was a tragic misstep in evolution. We became too self-aware. Nature created an aspect of nature separate from itself. We are creatures that should not exist by natural law. We are things that labor under the illusion of having a self, this accretion of sensory experience and feeling, programmed with total assurance that we are each somebody when, in fact, everybody’s nobody.

– I wouldn’t go around spouting that shit, I was you. People around here don’t think that way.

– I think the honorable thing for species to do is deny our programming, stop reproducing, walk hand in hand into extinction, one last midnight, brothers and sisters, opting out of a raw deal.

– So what’s the point of getting out bed in the morning?

– I tell myself I bear witness, but the real answer is that it’s obviously my programming, and I lack the constitution for suicide.


Ah, that’s not this. This has scope. Now, she articulated a person with vision. Vision is meaning. Meaning is historical.


Yeah, back then, the visions. Yeah, most of the time, I was convinced that I’d lost it. But there were other times… I thought I was mainlining the secret truth of the universe.


– Some folks enjoy community, the common good.

– Yeah? Well, if the common good has got to make up fairy tales, then it’s not good for anybody.

If the only thing keeping a person decent is the expectation of divine reward, then, brother, that person is a piece of shit, and I’d like to get as many of them out in the open as possible.

What’s it say about life, hmm, you got to get together, tell yourself stories that violate every law of the universe just to get through the goddamn day?

Oh, yeah. Been that way since one monkey looked at the sun and told the other monkey, “He said for you to give me your fucking share.”

Transference of fear and self-loathing to an authoritarian vessel. It’s catharsis. He absorbs their dread with his narrative. Because of this, he’s effective in proportion to the amount of certainty he can project.

Certain linguistic anthropologists think that religion is a language virus that rewrites pathways in the brain, dulls critical thinking.

See, we all got what I call a life trap, this gene-deep certainty that things will be different, that you’ll move to another city and meet the people that’ll be the friends for the rest of your life, that you’ll fall in love and be fulfilled. Fucking fulfillment, heh, and closure, whatever the fuck those two– Fucking empty jars to hold this shitstorm, and nothing is ever fulfilled until the very end, and closure– No. No, no. Nothing is ever over.

The ontological fallacy of expecting a light at the end of the tunnel, well, that’s what the preacher sells, same as a shrink. See, the preacher, he encourages your capacity for illusion. Then he tells you it’s a fucking virtue. Always a buck to be had doing that, and it’s such a desperate sense of entitlement, isn’t it? “Surely, this is all for me. Me. Me, me, me. I, I. I’m so fucking important. I’m so fucking important, then, right?” Fuck you.

People. I’ve seen the finale of thousands of lives, man– young, old. Each one is so sure of their realness, that their sensory experience constituted a unique individual with purpose, meaning… so certain that they were more than a biological puppet. Well, the truth wills out, and everybody sees once the strings are cut, all fall down.

Each stilled body so certain that they were more than the sum of their urges, all the useless spinning, tired mind, collision of desire and ignorance.

This– This is what I’m talking about. This is what I mean when I’m talking about time and death and futility. There are broader ideas at work, mainly what is owed between us as a society for our mutual illusions. 14 straight hours of staring at DBs, these are the things you think of. You ever done that? Hmm? You look in their eyes, even in a picture. Doesn’t matter if they’re dead or alive. You can still read them, and you know what you see? They welcomed it, mm-hmm, not at first, but right there in the last instant. It an unmistakable relief, see, because they were afraid and now they saw for the very first time how easy it was to just let go, and they saw– In that last nanosecond, they saw what they were, that you, yourself, this whole big drama, it was never anything but a jerry-rig of presumption and dumb will and you could just let go finally now that you didn’t have to hold on so tight… to realize that all your life– you know, all your love, all your hate, all your memory, all your pain– it was all the same thing. It was all the same dream, a dream that you had inside a locked room, a dream about being a person…

I recently found a link to a Youtube video with a translation of a scene from a recent Visual Novel. I already mentioned how this particular medium is well suited for these kind of tricks like metafiction and fourth wall breaking.

This one is a good example (beware sexual themes and general meanness):
Part 1Part 2

It’s Part 2 where the interesting stuff happens. Visual Novels are quite often relatively simple “dating sims” where you follow a scripted story and only get to make an handful of choices through the whole game. Usually these choices can be about choosing which one of the girls offered you want to date, and so you branch out from the main plot into a specific, parallel “route” somewhat dedicated to that one girl you picked. And then these games often demand to be replayed so that you go through every route/option and sometimes unlock a “true end” with more mysteries and revelations.

In this case the metafictional play is that one of the girls suddenly drops the pretense of the story and starts talking directly to the “player”. Becoming somehow “aware” of herself as a character and knowing that the player previously went through a different “route”, declaring his “love” to a different character. So she breaches the timeline where she’s trapped in as a fictional character and confronts *the player* on his own choices. The scene is powerful because it actually reaches for a deeper truth: the player is a liar, he promises true love to every girl. Then she goes wild and takes control of the game itself by “rewriting” the script and disabling the possibility to save the game or even “quit”. Like some kind of AI gone mad.

There’s nothing too original about all this, but it still plays with interesting aspects. Metafiction is powerful because it is deeply linked to “truth”. It’s the frame, the condition we are actually in. The game here merely “plays” a reality, and it becomes creepy because it cuts some of the safe distance between fiction and you. When the character starts speaking to the player, and on the basis of true affirmations, it not only breaks the fourth wall, but it threatens to close that distance. Move one step too close.

Metafiction isn’t just one silly trick in the Postmodern deck of cards, but the laying out of the structure we can’t escape. If fictional characters are trapped within their medium, “real” human beings are trapped in their subjective world. You can’t reach outside the same way a character ideally can’t break the fourth wall. Fiction being real, and reality being fiction is just the original sin, the premise of everything. One box within the other. The idea of “self” as something you can observe as if who observes is also the object of observation SPAWNS all possible variations on the theme. Fiction is just the same pattern, an object you observe that in some ways reflects you. It’s the way the mind works.

So metafiction isn’t just a literary device among many, but it’s the structure that contains everything else. The same way as “writing” isn’t one of many possible human activities, but the one that includes all human experience.

Postmodern “awareness”, or the “great postmodern uncertainty” as DFW defines it, is a very specific and precise description of the kind of world we are currently trapped in. It’s not a trend you subscribe to, it’s the authority of this world.

It fits right in:

I spotted this excerpt from a DFW interview. It defines a pattern that can be applied to many different contexts. Politics, for example.

The simple way to put it, I think, is: Writing, like any kind of communicating, is complicated. When you’re writing a document for your professional peers, you’re sending out a whole lot of different messages. Some of them are the stuff you’re arguing; some of them are stuff about you.

My guess is that disciplines that are populated by smart, well-educated people who are good readers but are nevertheless characterized by crummy, turgid, verbose, abstruse, abstract, solecism-ridden prose are usually part of a discipline where the dynamic between writing as a vector of meaning—as a way to get information or opinion from me to you—versus writing as maybe a form of dress or speech or style or etiquette that signals that “I am a member of this group” gets thrown off.

There’s the kind of boneheaded explanation, which is that a lot of people with PhDs are stupid; and like many stupid people, they associate complexity with intelligence. And therefore they get brainwashed into making their stuff more complicated than it needs to be.

I think the smarter thing to say is that in many tight, insular communities—where membership is partly based on intelligence, proficiency and being able to speak the language of the discipline—pieces of writing become as much or more about presenting one’s own qualifications for inclusion in the group than transmission of meaning. And that’s how in disciplines like academia—or, I’ve read some really good legal prose, but when it’s really, really horrible (IRS Code stuff)—I think that very often it stems from insecurity and that people feel that unless they can mimic the particular jargon and style of their peers, they won’t be taken seriously and their ideas won’t be taken seriously. It’s a guess.


I’ve recently finished reading the manga version in seven volumes of Nausicaa by Hayao Miyazaki. It’s drawn masterfully and one of the greatest stories I’ve read. Miyazaki can be a bit repetitive with his themes and characters (and personal loves, like flight & planes), but one never complains when it’s always up to this level of excellence.

I think the reason why I decided to pick it up is that in April/May I was on Evangelion’s rut and I read that Anno considered the last volume of Nausicaa as Miyazaki’s true masterpiece, and so I was curious not only because of that opinion, but because there’s the theme of how you give a really satisfying closure to these hugely “epic” stories. A climax that is a climax instead of a whimper, as the thing comes crushing down under its own weight.

when Nausicaa was being serialized in Animage Anno used to visit Miyazaki’s office and ask to see the part of Nausicaa currently in progress; Miyazaki wouldn’t let him, so he would go in and look at them when Miyazaki wasn’t there. Anno wished that Miyazaki would stop making anime and focus on the Nausicaa manga. Miyazaki struggled greatly with how to end the manga; now, Anno completely understands how Miyazaki felt. According to Anno, Evangelion ended up being a cross between Devilman and volume seven of the Nausicaa manga. At an “ideological” level, Anno had to arrive at the same answers. Nobi was deeply moved by the Nausicaa movie when she first saw it, but less impressed after reading volume 7 of the manga. The darkness of the manga is eliminated in the film. However, for Nobi, Anno goes in the opposite direction, and is a kind of “black Miyazaki.”

In a way, you could say that Evangelion is an active dialogue with Nausicaa, so Nausicaa also offers an interesting angle to interpret Evangelion. I always do care about these undercurrents that link different works, that’s the real soul of every creative process.

In any case the ending of Nausicaa is actually quite excellent. I found the very last page a little “cheesy” but the important aspect is that the whole last volume is a crescendo that does a number of things right. One is that there actually is that crescendo. I noticed a couple of aspects about it. The first is that there’s a sense of leaving things behind. As characters approach the apex of the story, they lose a lot of what they care about. This gives the ultimate journey a sense of inevitability. And the other aspect is that this sense of inevitability also hooks into a series of progressive revelations that “rewrite” the perception of the world. So the story rises toward its conclusion while it also sheds its mortal spoils. Every step forward manifests the impossibility of ever going back from where you started. This is both story and knowledge. Once you “know”, you can’t pretend you don’t. Life changes, pushes on.

On the other side, though, I think Miyazaki asks all the good questions, but the final answer is the wrong one. Without spoiling so much I’d say the explicit “message” of the manga is about the celebration of life over the controlled manipulations of men. This is essentially at the core of the last volume, with Nausicaa becomes like an “angel of darkness”. Which is obviously a shifting point of view.

Anno: Another [major influence] was the seventh volume of the Nausicaa manga.

Takekuma: That [volume] is incredible. It reversed all the values [that had been in place].

Anno: I felt like it was the same as what I [was doing]. After that I couldn’t help but make [the work into] Nausicaa, to treat the same themes as the seventh volume of Nausicaa.

Oizumi: Nausicaa was unable to live as one of the ancients.

Anno: She rejected coexistence [with them]. She bloodied her hands so that her own people would survive. That was good. This karmic punishment that required [her] to destroy [them] with the abhorred fire of the God Warriors – that was good (laughing). [Good] because the true views of Hayao Miyazaki were expressed, and there, at least, he took off his underwear [and showed himself naked]. In the manga he took off his underwear, and his penis was erect (laughing). I am hoping that he will do the same in Princess Mononoke.

My problem with Miyazaki’s final answer is that the work is presented as the conflict of human beings versus nature. In the end Nausicaa becomes a messenger from Nature itself. She speaks as a goddess (so the messianic undertones). The problem is that once again this brings up the conflict in Cartesian Dualism. Man versus nature. But the point is that human beings rise from that same nature. Scott Bakker put it in a great quote:

the terrifying prospect that they themselves are merely more nature, not nature + x

If we are merely more nature, then we are part of that cycle, not fighting it. Whereas in Miyazaki’s vision men and nature are on two different shores, facing each other. This is the explanatory gap in science and religion. Knowledge and experience. So a vision that is total instead of partial needs making the two into one. If human beings exist it is because Nature is staring at itself. This is an actual quote from Nausicaa (or Nietszche):

if you gaze long enough into an abyss, the abyss will gaze back into you.

But the actual point in Nausicaa is that “life is change” and it can’t be bridled. She literally destroys the gods and refuses their gifts. Even if built with the best intentions and out of idealism, those gods were still a fixed form that, being fixed and unchanging, was contrary to life. She takes down the gods even if accused that hers is a nihilistic perspective that will destroy all life (and it’s not just a threat). I guess one could say that men’s plan can be utterly delusional, but they can’t be considered “contrary” to life. That’s the big picture: either human beings are part of the flow of life and no different from every other life form, abiding to the rules of life, OR whatever “evil” that humans have embedded in them still has to come directly from Nature itself. In Nausicaa instead those are at opposite ends. Men’s plans defy the course of nature, and are to be defied in turn.

From the point of view of ethics it’s hard to see human beings as some kind of alien anti-Natural species. Is it ethical to grasp our power to bend Nature? Either we see human beings as part of the same Natural system, the bigger picture, and so everything in our power still sits within the domain of Nature, it’s Nature giving that power to us and we use it because we are in that system, OR we think “ethically”. Why this distinction? Because either Nature has its own laws and forms, and so, being immersed in it, those laws represent our domain, the dome that we cannot breach even if we wanted to. So we are system, and not anti-system, or extra-system. And so everything we can do is ethical already, because Nature is the law, and whatever we do still comes from Nature and is not distinguished from it. OR, again, “ethics” are not “natural” and are instead man-made. So we personally, subjectively judge. It becomes “choice”, and the responsibility that comes with that choice. We can’t anymore rely on something external that tells us what’s ethical or not, it’s simply our own arbitrary choice.

All this bringing back to the problem of Godel-defying reflexivity. The abyss that stares back at you while you stare at it. The maker is made, the observer is observed. Or: the rules are continuously redefined. The fundamental principles rewritten. A self-changing, adapting thing that is always in flux. But this again risks being just another optical illusions that sees itself as a whole just because it doesn’t perceive all the connections.

So I see all this as a problematic theme in Nausicaa because of the contradiction at the core. But this could also be somewhat addressed within the work itself: Nausicaa is seen as a kind of angel that appears at the right time. She has her mechanical “wings” and she exploits people’s delusions, but even if there’s (almost) nothing magical about her, metaphorically that role fits on her. She becomes just another natural force that appears to oppose what came before, and doing so she celebrates just that spontaneous self-correcting property of life and nature, without breaching the system. She is one life force that restores a balance.

Along all this there’s also the other perspective that is much simpler and more solid: parent/child relationship. In this case the emancipation is really part of life’s process. Parents devise the ideal way for their children to develop, moved by those hopes and idealistic desires about their children and their future. All product of “goodwill” but that can really turn for the worst in spite of it. There’s a moment where the child has to rebel about whatever pattern was imposed on himself, rightly so. You, thankfully, just can’t control this aspect of life.

So, Nausicaa deals with all this and more. It does it excellently for the most part, even if it falls a bit in that Cartesian Dualism explanatory inconsistency. I guess we wait for Scott Bakker to be radical about it.

As it happened last year, this summer I’m trying to finish the follow-up, Final Fantasy XIII-2. This time the developers tried to address some of the many issues blamed on the first part but sadly the result isn’t very good.

From my point of view it’s the design approach to be wrong. The individual parts of the game are well done, but they lack coherence. In particular there’s a really big disconnect between the story being told and the actual gameplay and the result is a very ugly mishmash of parts. The developers tried to improve the individual parts, but this made even worse the lack of cohesiveness. Too quaint gameplay and storytelling.

There is a series of four videos (at the moment) that makes fun of this sort of disconnect (sometimes technically called Lugoscababib Discobiscuits) back at FFXIII part 1 even if sometimes it is a bit long in the tooth:
http://spoonyexperiment.com/2012/12/15/final-fantasy-xiii-part-1/
http://spoonyexperiment.com/2012/12/31/final-fantasy-xiii-part-2/
http://spoonyexperiment.com/2013/04/20/final-fantasy-xiii-review-part-3/
http://spoonyexperiment.com/2013/05/16/final-fantasy-xiii-review-part-4/

The premise of the game is actually very good. The previous game ended with a cataclysmic event, and this sequel is built on the “gimmick” of being able to jump between time portals so that the game can show you everything that happened afterward, leaping around in time and place and focusing on the pivotal scenes. Once again, for me the appeal of this game is about the mythology and the way it pushes its absurd ideas and utterly convoluted plot.

There are two ideas that aren’t directly part of the game but they are somewhat suggested by it, as if they didn’t want to push them all the way to eleven. I wonder what kind of game would have come out if they had embraced them:

1- The two protagonists of this game, Serah and Noel, jump between time portals and locations to fix some time paradoxes harrowing the timeline. When a paradox is solved it “disappears”, but there’s the interesting side-effect that sometimes people get stuck in these paradoxes, and when they realize that they don’t “belong” to that time and place, like ghosts, they also disappear. I’ve not finished the game, but I’m fairly sure this particular idea won’t be pushed to its potential. It made me think of Donnie Darko. The point is: what I just described should apply well even to the two protagonists. There’s a goddess, Ethro, that, as in the first game, “plucks out” certain people and forces them to accomplish a task. Serah and Noel mission is abut jumping through the timeline to heal this paradox that had a number of repercussions. It should be consequent, as in Donnie Darko, that when the paradox is ultimately solved also the agents-of-god would disappear with it. It describes heroic sacrifice, that is made even more bittersweet because from the external point of view of “reality” no one perceives the problem, neither the heroism that fixed it. These are heroes forgotten, that never existed. An unheard story of sacrifice. As the “witness!” idea Erikson uses. Which is also the purpose of “art”.

2- The other crazy-idea-that-is-not-there is about a possible link between this sequel and FFXIII that would have baffled the mind: what if the nonsensical plot of the first game was actually caused and manipulated by the events in the sequel? What if the fal’Cie gods are man-made and created by the same paradoxes that Serah and Noel actually triggered? As if in FFXIII-2 we are not seeing a “sequel”, but actually the origin story that will cause FFXIII, whose truth will be revealed at the end of the game. This is not in the game, since time travel only happens in the world post cataclysmic event, but it would have been interesting if this sequel would have embraced the whole breadth of the timeline, as a way to look at FFXIII convoluted plot, with reinterpretations and new shocking revelations. Those gods behind the plot of the first game, would become themselves the time paradox. Like in LOST the paradox about the compass. The objects loses its origin point, becomes recursively self-contained. Richard gives the compass to Locke, telling him to give it back to him when he’ll see him again. Locke gives Richard the compass in the future, then Richard goes back in time and gives Locke the compass. Where is the compass coming from? The origin is lost. Similarly, FFXIII plot may be nonsensical because of a privation. Some missing piece that was erased because of a paradox, and now can’t be retrieved. It’s like a story that lost one half and is caught in a horrible, unsolvable lack of certainty.

All this is interesting because of how one idea mirrors the other, if you think about it. Look at patterns. In the first idea the “real” world loses the story. The paradox itself is excised so that everything “makes sense” linearly. The trace of that paradox is also erased. No one will ever know that story. Instead in the second idea the opposite happens, it’s the story that makes sense that is excised by the paradox, and what is left is a timeline that can’t be explained, because the essential part is lost, not accessible. Like a book missing the most important chapter. So the two patterns fold together into one.