10. THE GAMES TONE SCALE

There may be an earlier series of implant universes that are similar to the penalty universes. This earlier set uses a body type that seem to be "cloud forms" rather than physical bodies. The goals are something like "To Eternalize" and "To Individuate". There are a number of possibilities mentioned in the penalty universe master list (especially the goal "To Grow" which has a cloud style GE body and a non-standard pattern of items).

The penalty universes follow the tone scale in their pattern of decaying items, and I believe that they are the source of the tone scale as we know it. This tone scale is a pattern of decay, beginning from a high point and sliding downwards. By its very nature it assumes the prior existence of things which can decay.

The earlier series has a different scale. I have put it together as best I can, based primarily on a) running the goal "To Grow", b) meter assessment, and c) deductive logic based on observation. I cannot guarantee that it is correct. The main characteristic of this scale is that it builds up before it sinks. This type of pattern, rather than a pure decay, would be necessary in truly early implants that could not assume the prior existence of a complex environment.

If there are earlier and more basic versions of the penalty universes, then this also might not be the earliest. It does not quite start from total nothingness. It seems to assume that there are other beings and there is already the possibility of a game, and it seems that one's desire for games was used as the hook that suckered you into the implant. Therefore, I will call this the games tone scale. Note that the penalty universes and the ordinary tone scale use aesthetics and action as the hook which keeps you attached to the incident. That is far lower than a desire for games, but it hints that there might be more basic things that drive directly off of a desire for creation (which is senior to games).

The scale is as follows:

Anticipation
Curiosity
Interest
Desire
Fascination
Excitement
Experience
Enjoyment
Achievement
Expansion
Overextension
Overcomplexity
Confusion
Gone on too long (over-run/tired)
Must continue
Enforcement
Solidity (Mass)
Inhibit
Can't Stop
Struggle
Protection
Failed Protect
Punish
Own
Desperation
Dispersal
Failure
Overwhelm
Blame
Shame
Regret
Unreality
Waste
Substitute
Degradation
disinterest
Abandonment
Failed to Leave
Protest
Frantic
Unknownness
Unknowing Fixidity

In other words, the implant universe "To Grow" had the item "To Grow is To Anticipate" up near the top and the item "To Grow is To Be Fixated" down near the bottom. And goals like "To Energize", "To Eternalize", and "To Individuate" all react strongly on these items.

This whole area is very much in need of further research.

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