It’s the bane of all our lives: nothing’s ever good enough, nobody’s allowed to be happy, even when we win we can only enjoy it for a moment and it’s almost never worth the cost anyway. Every moment of normal daily life must be overburdened with petty little miseries and all because of the Suffering Economy and the system-wide mechanism underpinning it.
But what do we really mean when we talk about the Suffering Economy? Rather than the sorry state of Irish finance playing out in Mandatory Reality—the cost of living, rising taxes etc.—it is actually the simulations project’s economy-style system, one that is based on the commodification of the experience of suffering itself, that we refer to when we use this coded terminology. It is the idea that a system—one that seems to function across the simulations project, regardless of supposed reality—exists wherein suffering itself has an intrinsic value. Thusly, it becomes possible to “pay your way with pain”, trading out psychological, physical, or emotional suffering in transaction for other goals and achievements.
But the Suffering Economy could not exist without the experience of suffering having its supposed value. Even a monetary economic system cannot function unless the citizens believe in it. As we all know, money—coins and notes—only have value because we’ve been indoctrinated to “play along” with the idea that they do. As long as suffering is considered to have its own intrinsic value then it can make the basis for something approximating an economy.
So what is it that gives suffering this supposed value? There is an underlying mechanism across the entirety of the simulations system. It is, as we all know, one of its fundaments. This mechanism infects and poisons every aspect of the project—not because of what simulated people and simulated events are doing—but instead from the very foundations of the simulations system itself. This is the Antisocial Mechanism.
The Antisocial Mechanism is the idea that a compulsory mechanism exists whereby the real system that controls our world must process antisocial motivations, and enact subsequent antisocial behaviours, across all simulations and realities—regardless of what their inhabitants might realistically want or do. It is a function that seeks only to hurt, control, or destroy, targeting anything that it can, usually based on the simulated or material circumstances that are taking place. It is a mechanism that runs on the principle that if something can be used to hurt, then it will be used to hurt. If it can be weaponized, it will be weaponized.
It is because this mechanism both demands suffering and ascribes it its value, that the Suffering Economy (as well as a whole range of other simulated systems based around the doling out of unhappiness) can come into effect. Until this mechanism is eliminated, fighting its manifestation across the simulations will never really be enough.
Excuses for Abuses
There’s always an excuse for making us suffer. The Central System had its Central Credit, a currency with which you could supposedly pay for pleasant psychological or sensory experiences, as well as a litany of other non-existent commodities functioning solely in simulated space. Except most of the time Central Credit—or the lack thereof—was used as the excuse for unpleasant experiences. There was just never enough Credit to fend off weak bladder, heartburn, and ear pressure, never mind the onslaughts of psychological abuse.
Or maybe the role you were supposed to be acting out in public just so happened to require unflattering or uncomfortable outfits and prosthetics, the script demanding an insane or offensive tirade, loaded with personal insults to you, your colleagues, and potentially anyone else in your immediate environment. They tell you it’s all coded communication for the sims and the hurtfulness is just a tactic to get past the bad guys and closer to winning the game. Except for much of the controlling system, hurt is the game. You can’t really win when it’s pay-with-pain and pay-to-play because when we are hurting, we are not winning.
Who remembers the “All-Seeing-Eye”? A series-regular when it comes to the simulations. I suspect we’ve all found ourselves trapped along the way in its simulated ordeal, forced to wage psychic battle with the “personification of Central”, the “evil AI”, or some other guise of the same: a simulated being who only possesses two sole motivations—to hurt and control. While it all sounds very cinematic and exciting, these battles were often brutal and could go on for days, weeks, or even months at a time. As for the psychological torture, sleep deprivation, and horrific sensory symptoms involved, they could make the experience true hell.
(As ridiculous as it sounds, this personification was actually a fitting symbolic representation of the Antisocial Mechanism. And yet personifying it may have been part of the problem, since as soon you beat its game, the shell would simply switch out and a new simulation would start up all over again based on the same old hurtful processes. We learnt there wasn’t much point vanquishing the personification of all project-based suffering when that suffering-based mechanism would just play on in a different form anyway.)
Then of course there’s the more “grown-up” excuses, such as the notion that a certain amount of suffering simply has to exist to give the simulations project a realistic veneer. The world as it seems to exist in Mandatory Reality would not be possible without emotional turmoil, social setbacks, and physical illnesses so everybody has to grit their teeth and just dutifully accept their share—never mind that the amount of suffering always seems a bit more excessive than that which would occur under natural conditions.
Or that other old gem preying on our altruism—the idea that pain and suffering can be “redirected” over the system, so that if someone is really suffering badly you could step in and heroically receive the pain in their place. While there may have been some truth in that, in practice it was constantly weaponized as an excuse to trick people into accepting suffering, whether it was alleviating anybody else’s pain or not. The Suffering Economy does something similar by making us think we’re “paying” for “something of value” when it forces us to suffer.
The Root of all Evil
Not all of these suffering-based scenarios are examples of the Suffering Economy, but all of them are manifestations of the Antisocial Mechanism. As long as this underlying mechanism exists, its most important consequence—the fact that it makes us suffer real physiological, psychological, and emotional pain—will not go away.
Now, who really buys the idea of all these systems anyway, is it real humans or the sims? And who really has power over how the Antisocial Mechanism is confronted and dealt with in the project?
The truth is, it’s partly real humans, partly the sims, and ultimately the real system above the project that controls us both. But there’s only so much we humans can change from the ground up, whether we’re putting the focus on true reality or working through simulations. With simulations we can definitely beat the Suffering Economy, but the Antisocial Mechanism is beyond our control.
So is it still a step in the right direction to reject the Suffering Economy anyway?
I believe that it is. And here’s why:
While the Suffering Economy may exist largely to appease and out-manoeuvre the Antisocial Mechanism, it is also weaponized by the mechanism itself—in part because it cannot function without conceding to the idea that suffering itself is a valid currency. But the best truth is that suffering only ever has minus value and should never be legitimized as a valid tool for anything. The Suffering Economy fails because it is not a cure, it is a hack. And that hack, as we all know, will never be good enough because it still makes excuses for suffering. And that’s all the Antisocial Mechanism needs.
Perhaps the most important truism to remember about the Antisocial Mechanism and its relationship with the Suffering Economy is this: No matter what we do it willtry to hurt us, but if it has an excuse to hurt us more, it will hurt us more. If it doesn’t have an excuse then it can’t hurt us as much. It’s that simple. We have to refuse to accept the excuses, both as models for sims and, importantly, as our true selves too. We must never, ever agree to “feed the beast”.
Ultimately we need to reject the concepts of “pay-with-pain” and “pay-to-play” entirely. These concepts have no acceptable validity whatsoever. Further to that, we need to refuse any excuse for causing suffering and not just those that come from the Suffering Economy. Making us suffer is never acceptable, no matter the excuse. Refusing every excuse, as soon it arises, will have a real effect on the Antisocial Mechanism.
As usual, it seems the best we, as actual human beings, can do is to keep up the fight on all fronts. We are winning out there, despite the battering it tries to give us, and it’s pretty clear which way things are going to work out. No matter what new world we find ourselves when we get to masks-off, we will fight on for each other regardless—because we are strong and because we are good, and because we always deserved better than the world that it gave us. Our day is coming.
Truth, Freedom, and Reality is a print and online newsletter devoted to human rights and the pursuit of truth in a post-Central world. This platform represents an uncompromising rejection of coded language, symbolic communication, and the constricts of Mandatory Reality. Instead, we place paramount value on free speech and the dissemination of uncensored, literal information. Our goal is to bolster a walk-away from the systemic chain-of-command and an open, public rejection of Mandatory Reality, as well as total freedom from the Simulations Project for all human beings.
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