S1: The more I think about it, the more I think
S1: major career for creators going forward will be building entire
S1: realities for people to live inside of. So think post
S1: AGI or ASI and post UBI and where games are
S1: extraordinarily immersive. So I think there will be a huge
S1: market for creative people, creative people building the storylines and
S1: stat systems that look and feel like entire worlds that
S1: people will live inside of. So imagine how everyone loved
S1: Game of Thrones for all those years, except like you're
S1: actually one of the characters. In fact, you're one of
S1: the heroes and you're navigating through the the difficulty, right?
S1: Or it could be like a superhero themed thing, or
S1: like a romance themed thing, or like fantasy or whatever
S1: the structure is. So imagine basically your favorite book or
S1: TV show or series or movie or whatever. We basically
S1: build fully immersive realities based on those for people to
S1: spend their time inside of. And the problem is, it
S1: can't all be entertainment because people need a purpose. They
S1: need some sort of drive. I think we're going to
S1: find ways to create that purpose inside of these realities.
S1: I have a piece from I need to go dig
S1: this thing up. It's from like 2002, and I basically
S1: said that the games of the future will be people
S1: going in and doing the work and the jobs inside there.
S1: So you'll go in there and you'll be a cop, okay?
S1: And you'll see someone coming down the thing and the
S1: music is too loud, or they're beating somebody up, and
S1: you'll go and actually engage in a fight with this person, um,
S1: to try to restrain them or whatever. Or maybe you're
S1: the bad guy and you're just going to go beat
S1: somebody up, and it's someone else's job to be the
S1: good guy, and they're actually paid or rewarded in some
S1: sort of way. So other people inside the game can
S1: give them something, or the system can reward them in
S1: a way that's good on the outside as well. Now,
S1: in most scenarios, your house in your game subscription and
S1: your game Gear, and everything is being paid by UBI.
S1: In this world that I'm thinking of, most of the
S1: jobs are gone and people are being paid essentially to
S1: live inside these realities, which is massively dystopian. I wanted
S1: to be very clear about that, if that is the
S1: only option. Okay. What I'm saying is that when the
S1: jobs go away, there will be a lot of people
S1: who want to live these lives because we are creative.
S1: We read these books, we see these movies. We we
S1: know that that's on offer. That's the thing we could
S1: potentially have. So if games make it where we can
S1: actually have it, we can actually be that hero. We
S1: will want to do it, but we won't want to
S1: do it. It will be empty and weak and shallow
S1: and lame and horribly destructive. If it's nothing but just
S1: like violence and porn, which there definitely will be that, right?
S1: There will be games that are just nothing but that.
S1: But it's all entertainment. It's empty, it's hollow. It's nothing.
S1: The better version of this, which I hope happens and
S1: definitely could happen with like, uh, if we're wielding AC
S1: or if AC takes over and it's doing this in
S1: a benign way, it would build meaning into the system,
S1: but it wouldn't require that you do it. You could
S1: also take off the gear, put it aside, go outside,
S1: start a community, start a farm. Like, uh, till the land,
S1: toe the land. What's the name? What's the verb? Um,
S1: you know, till I think it's till anyway, you tend
S1: to the land, you grow crops, you make food, people
S1: eat the food. You have families, you have kids like.
S1: So imagine this. There are societies that's kind of like Amish.
S1: They don't play the games, so they're kind of Amish. Um,
S1: and maybe there's, like more advanced technological versions of Amish
S1: where it's like, I don't know, the 1950s or something.
S1: Like in this ideal kind of world, except for it's
S1: everywhere and everyone can participate. I would argue that the
S1: actual reality is going to look like there's going to
S1: be some communities like that, some communities that are super Amish,
S1: they're like Ted Kaczynski, like tech is bad and they
S1: just do their own thing. Government should leave them alone.
S1: They are productive members of society. They have their own schools.
S1: They have their own religion. They have their own stuff.
S1: Like they're making their own food. Leave them alone. Everything's fine.
S1: They don't have to play the games and a bunch
S1: of people like maybe some of their kids, and that'll
S1: be bad, but a bunch of people are going to
S1: be like, are you kidding me? I want to be
S1: a superhero. I want to be a princess. I want
S1: to be, you know, I want to take over the world.
S1: I want to do all these things. Fine. Go find
S1: your meaning inside the game system. Importantly here, there is
S1: going to be a period of time in which we're
S1: going to need something like this as a transition period,
S1: because so many people are going to lose their meaning,
S1: they're going to have to go into this thing. I
S1: think there's going to be a requirement for an ASI,
S1: for a government, for something to be like, look, we
S1: need to give out money and we need to give
S1: them something awesome. I think game companies, whoever it is, Ubisoft, Microsoft, Sony,
S1: all these people, they're actually going to get hired by
S1: the government to create these giant scale games that people
S1: can live inside of. There's going to be haptic gear
S1: they think of like a military push to invent the
S1: bomb or whatever, but the military push is going to
S1: be to invent really immersive technology because we need it,
S1: because guess what? It is actually a military concern. It
S1: is actually a military level requirement that we do not
S1: have hundreds of millions of people. Also known as billions
S1: of people with no meaning and no money, because they
S1: will in fact light everything on fire and that will
S1: be bad. So there will be a period where we
S1: actually need to invent something like this to get us
S1: through this period. That kind of calms everyone down. But
S1: if you don't do it well, they will be satiated
S1: and they will be not violent, but it will start
S1: to rot. It will rot the human soul. Because what
S1: are they doing for creativity? What are they making? What
S1: are they building? Are they building? Are they making families?
S1: Who's making the kids? Right? I mean, the games didn't
S1: solve aging. So a bunch of people hooked into the games,
S1: they don't meet anyone. And two generations later, we don't
S1: have any people. Or actually, technically, I think everyone dies
S1: in one generation, right? If you're not reproducing. So like
S1: that is only a temporary solution to not have the
S1: world blow up. But ultimately you have to solve the
S1: meaning problem, which either happens outside the game, which I
S1: think that is going to happen and should happen, or
S1: inside the game. And I think what's most likely in
S1: a benign situation is that you'll have both.