Brian Fitzpatrick liked an update for The Punch Escrow

Earlier this week, Geek & Sundry posted a very cool article about how Dungeons & Dragons was successfully being used in social therapy. In The Punch Escrow, I predict that games will replace therapy as we know it in the future.

Here’s an excerpt from the chapter Hiraeth:

In 1979 Edward Packard published the first commercially successful novel in what would become a very popular 20th century series of books called “Choose-Your-Own-Adventure.” In many ways this was a bridging of the worlds of interactive games and books (they didn’t have coms at the time, so they just wrote stuff down on paper), because the reader would play an active role in the narrative by choosing what the protagonist did next from a series of options. Rather delightfully, at least one option usually led to instant death.

"The Cave of Time" was the title of the first adventure published in that series. It was an imaginative story that took its readers on a journey through several real and fictional periods of time, from the end of the entire universe to the days of Camelot and the round table. The story’s mechanism for time travel was rather brilliantly not some fantastic device invented by a Vernian mad professor, but rather a series of tunnels that transported the reader through time, depending on which tunnel they chose.

Sometime in the early 22nd century, with the ubiquitousness of virtual reality and immersive gaming, a team comprised of cognitive neuroscientists and gaming technology experts created a psychoanalytical game based on The Cave Of Time. The virtual-reality game sought to help diagnose individuals with mental conditions, ideally with the aim of identifying such ailments before degeneration took effect. Using real-time analytics of eye movement, heart rate, neural activity, and facial expression, the games provided players with the opportunity to practice engaging in realistic social situations all in the context of a choose your own adventure scenario. The choices people made were helpful in establishing their mental state and whether they suffered from any psychological irregularities. The game itself eventually crossed over into the mainstream when modifications enabled players to edit content and endings. People would record their travels through the caves, personalizing outcomes. The caves became microcosms of their own universe and timelines.

After the Last War, many attempted to play out alternate strategies and endings to the war in The Cave of Time. Eventually it became common wisdom that the Last War would have taken place regardless of what was done in the immediate years preceding it, the prevailing common wisdom was that the clockwork which led to the war’s advent was put into action thousands of years ago. Still, to this day people still try to go back in time through the caves in search of answers.  

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    Brian Fitzpatrick liked an update for Cape’s Side Bay

    Hello followers of Cape’s Side Bay!

    Thank you all for following, for recommending, of pre-ordering, reviewing and everything you’ve done to help us get to 241 pre-orders in a month and a half!

    So 241 is a fantastic number, it’s 9 away from the illustrious 250. So, now, we are close, very close, and I’m hoping to hit 250 soon! So if you are planning on ordering and are able to please do!

    I also want to thank Joni Dee who is helping me with the editing of the book among other things. his book is over halfway to the BIG BAD 750, and his book AND THE WOLF SHALL DWELL is a great read and I would suggest ordering a copy if you haven’t already!

    And, a huge congratulations to Tabi Card for her awesome book Scribbles: A Collection of Words getting published under Quill! Cannot wait to read her fantastic stories! You can get it now at a discounted price!

    Until next time, enjoy your Friday and all the best!

    James

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