Issues In Scale and Complexity
One of the first things we encounter in abuse by Hegelian Dialectic Extremists (HDE) is a cognitive inability to understand reality or fiction without applying child-like and oversimplified concepts imparted to them by media made for minor children and consumed by adults into teen and early twenties, often with the endorsement of PhD and Masters level state programs who want to justify the addicting quality of these products as a pseudo-science for employment qualification.
HDE victms are therefore often committed to a very linear scale of mathematics, achievement, goals, and purpose not unlike the backwards education system they come from.
Plainly, the very idea that any value exists outside the grade, rating, and years of credits gained, to suggest a lesser or greater rank than the awards and titles earned - is irrational to the HDE. Ironically, this installed valuation of equivaliency in State grade or social title, is not applied to the HDE themselves when challenged, and a peer-endorsement or authority based on belief and public support is held up over the same scale; which indicates the narcisssitic disorder is full blown delusion and irrational - based more on confidence scam and perception of self-worth based on ability to violate others and escape without consequence - than in the actual reliance on any factual or pertinent value of the education system itself.
In Very Small Environments, this works - like sports - but is absurd mental delusion without any context in any large environment or actual performance or work assessment, as the value the party assigns to others or to their endorsement have no bearing on the product or fiduciary sum of any resulting action. Authority, not actual practical merit, is therefore central to such delusion - and falls flat quickly - usually in a series of blame shifting and projection of fault to an irrational degree upon others for failure of duty or obligations; which are reinforced where such failure lacks any real consequence or impact on the perpetrator.
When confronted with a very-large-environment (VLE) they will become upset and unable to function without the peer-based competition and perceived mandatory 'association and assembly' which facilitates interaction in very-small-environment (VSE) games and sports, workplace team training, and employment preparation for accumulation in the United States Estate Trust System (USETS) or similar PEOPLE'S REPUBLIC OF CHINA and NATION OF JAPAN status labor camp cultures.
In many ways, this makes them like chattle slaves on a plantation, unable to image life outside the conditions of bondage and defined by the physical limitations and consequences only from acting out on their selfish interest to the harm and injury of others. They are, to borrow a term from the Hegelian Dialectic, feral animals without structure and a danger to themselves and others without controls - an image the Hegelian Dialectic Socialist labor camps promote and contrast to 'submission', 'authority', and 'selfless contribution for endorsement of society - from which all sense of any claim on any right is solely granted from external to their own person and a privilege not enjoyed without some performance of duty or work in-consideration'.
Communist Socialists argue this is natural, and belief that any protection or reservation arise from any other power than the consent of peer groups is mental health defect suggesting a further inferior status; such as belief in a God or a purpose for your life which is not consistent with the public policy of the community and state interest, a collective.
Such a belief system is the result of generational slavery and indenture, limited freedom, serfdom, and criminal neglect of the duty of the public trust and its officers to carry out the basic obligations of their appointment, in concert with an coordinated effort to extort and deprive persons of property which has been normalized in the community - often from hardship, famine, or war.
Taoism and the Hegelian Dialectic Socialist incorporation of this religious theology with Confusionism to form state-approved "RUISM" (Chinese: "Scholarly" literally, a theology that sits between religious tenent and legal premise of law and medicine as an absolute and external to the individual as a valid source) esposes this belief system among HDE and other extremists; to "invalidate" and to disbar in narcissistic and borderline personality disorder patterns of serious domestic violence those persons who contest this adherence to a belief in "reward and advancement for submission to collective identity, collective benefit, and collective will instantiated in the person and name of the state as highest authority and superior rank".
This adherence to 'authority' and 'class' as valid source of claims, contrary even written law or rational thought, and exterior to argument not obtained from a similar "valid" source, often suggested by "peer review" to suppress the approval and disapproval of sources to suit the authority and claims themed public policy.
We see this structure in most computer games, in characters and persons who grant quests and give rewards, in institutions installed therein, and the strange carry-over that this conduct is ordinary and involitile, despite being an oversimplification and abstraction of less important parts of a game story or narrative setting for a simple child's entertainment product.
When these 'learned lessons' are then transferred into work and suffrage rights, community and social communication skills, and public habits which would ordinarily require empathy and adaptation - a clear deficit appears. This deficit is not invalidated by State and Union educators, as mental health is not their scope of work, and instead it is even catered to in order to quickly meet criteria of education trials predicated on ingest and correct response to repeat the claims of the instructor or institution and public policy 'as if fact'. Then and subsequently confusing the student between the legal meaning of the term 'fact' and their ability to "fetch and return with proof of authority from authoritative sources" and exclusive of any "first hand impressions, criticisms, or rational objections" as if invalid by the very nature of their lack of external agreement and citation of sufficient rank.
HDE therefore, when confronted with power in a linear system, wrongly imply this suggests rank and authority from which others may not act contrary or resist; and all such power will be used to coerce their submission.
This is, of course, delusional oversimplification of a complex social and moral environment which has limitations in a VLE, and the ability to disengage from contact as a remedy is equally oversimplified.
Thus, a HDE will internalize that blocking or banning a persons in a social game or environment will predicate a complete end to the dispute; validating their reason for the block without contest and supporting it through peer endorsement and praise without any due process or objection - or consequences in the future. There is no impact on the HDE, as the blocked person is "rendered invalid and cannot harm them again" in this child-protection system. This, of course, leads to a deeply malformed and dysfunctional sense of self-validity and self-worth, and a substantial deficit in empathy and ordinary social skills regarding the complexity of invalidating an abuser or a person they abused.
Likewise, the HDE will not register evasion of a ban or block by creation of a new account, use of a virtual Private Network (VPN) to appear to come from another source or region, and will incorporate this ability to overcome the block without empathy or respect for the real harm done or consequences in resuming hostile contact with the other party who blocked them. In such case, the HDE feels they are entitled to this power, because the system has not or can not ban them from creating new accounts, and whether by design or error, their ability to overcome the ban is proof of their superior right to continue in their activity until "physically stopped".
The inability to equate the virtual (electronic) abuse as a failure to stop violating the victim's boundaries, injuring them, and causing them substantial harm - is not equated to the "physical stopping" of their own person, in a disassociation of the excitement and pleasing behavior at this abuse. It is also derived from a false sense that, as a child or minor, any physical threat to themselves would be themed as wrongdoing by an adult or other child, while they were able to carry on virtual abuse and verbal abuse with impunity from consequence for much of their life. The exception being this behavior in the presence of instructors or against the institutions granting them rank through public education or employment, which are in many ways held to be sacred so long as they pay to the economic cost or promise thereof a suggested path to a superior rank over other persons.
In contrast, in a VLE, the victim may flee - but later (much later) return and execute revenge on a person for their past abuse and harsh actions; and the very real requirement of securing property and persons against that sort of action is a very large motivator in practical and real communication skills to be kind and considerate - and reliable as well as professional - in dealing with all persons.
Without this safeguard of property, person, and assets - an oversimplification of children's games - many young adults as old as 23 lack these basic social skills and ability to register the scope of threat represented in abuse of a person in a community which can create lifelong and lasting legal and practical cause to inflict harm on the other party.
Virtual games, like all children's products, focus on this in a method that emphasizes recovery from loss of connection, loss of character due to in-game unintended technical defects which frequently arise, and against potential player tampering to defeat these systems and gain advantage (cheats) which could cause permanent loss of any gain in the game (or death resulting in the loss of a character).
The idea is so deeply ingrained that the concept of "permadeath" (death with a lasting loss of access or play earnings) was unimaginable to many HDE generation players just 20 years ago. Now "ironman" modes and other ego-appeals in single-player games have introduced many of these children to the concept of a "serious game" with consequences, but in multi-user VSE games and matches - the concept of a consequence for losing is dismissed completely. This is evident in "Battle Royal" game modes and rounds themed to the death of one team or the other, with no loss other than to metrics of performance.
Some of this is due to technical limitations: network speed, computer speed, graphic display and detail, and general economic inequality among players to put many users at a serious disadvantage in competitive games versus "enthusiast (pro)" sport equipment for computer network games.
Again, HDE oversimplification of the problem to imply a "clear limitations equates to a mandatory rule" is evident, and in many ways an extension of radical Confusionism and Asian theology in Feudal brutality and rule-based punishment of serf labor - people who lived (and died) based on the whim and sport of their land holders for generations (up till the 1800s in Japan).
To enjoy a virtual interactive game which afforded more (a VLE product), was a work of literary or film fantasy - not science - to many outside the computing and Virtual Reality (VR) industry.
So when an HDE first learns how truly intimidating some of the abilities of a character class are in Beyond War or a similar MSF/AM24 game, the impression they form is not "imagination" to their mind. It is "fact" as they "see and understand" the barriers of such systems in other examples, and where those claims contest their presumtions of how such a system must work, they will become aggressive and abusive, and seek actively to invalidate or obtain the patent-quality information behind such an innovation without any ordinary or real limit to intent to steal, use, and sell that information as soon as they can discovery it, and to do so without respect to the source for their own gain and enrichment. That this is provoked by abuse to disclaim the reality of such work unless the author produce the core (TRADE SECRET) for their examination, is the evident proof you are dealing with an HDE and demonstration of the lack of "boundary issues" respecting this insight (commercial trade secrets) from a privileged use or access to such product in limited scope, which is not predicated on their endorsement or subject to threats to coerce its surrender.
The HDE will interpret this radical behavior as "human nature", lacking all mature and competent emotional development of an adult human being, and attempt to apply coercion and pressure almost immediately as if trying to crack a lock in a VSE game by throwing everything in their inventory and skill list against the door, to the point of their own life and relationship with the gatekeeper, and this habit virtully identical to the "fight, die, repeat" pattern in a children's game.
If this fails, the HDE will disbar the validity of the gatekeeper and product not surrendered and seek to espouse its lack of validity and commercial value through their peer network to retaliate for the denial of privilege.
This behavior, expressly, is the reason MSF/AM24 bars persons under the threshhold chronological age, due to the consistent lack of boundary issues combined with extreme narcissitic abuse and borderline personality disorder pattern of young adults in the course of the 1992-2021 development testing.
The concept that a class possesses power, but would not use that power to utterly annhilate the offender if they contested its authority, is so alien to the HDE that they cannot comprehend the normal and ordinary use of restraint in a circumstance like the prior by a player; nor the ability of such a player to create distance to escape their 'tantrum' phase, often disrupting other VSE games and communities; while still being able to enjoy the gameplay or scale of the world with a community of common users who are not direct parties (or aware) of this dispute.
Similarly, in most VSE games, any act of retaliation would be obvious, evident, and even perhaps logged to clearly show the responsible party who inflicted the "aggression" against the disruptive player. This is rational, in those settings, but not in a VLE world, where the certainty of the party who took action because you offended is itself a component of the gameplay design.
In other words, "Robert, Paul, and Jim are all standing beside each other. Robert thinks Jim is a powerful character, and he wants to prove this so he can disable Jim from enjoying the game as a normal character. Robert decides the best way to do this is to attack Jim, and if he lives then he has proven to Paul as witness that Jim is a monster the community should know about. Robert hits Jim, and Jim hits the ground. Robert then hits the ground, and Paul tells Robert he saw his head snap off and fly through the air like a soccer ball, about 3 blocks away before landing. Is Jim dead? Is Robert dead? Paul didn't die. But does Robert trust Paul now?" These are the issues a VLE game brings up, that non MSF/AM24 games do not.
In the prior example, we don't know if Jim is dead (or faking). We don't know if Paul saw Jim get up and smack Robert. We don't know if Paul should say, after seeing what happened to Robert, even if he did see something. For all Robert knows, Paul killed him. Not knowing, and not seeing what happens after you die, is a new experience. Not seeing the 'thing' that killed Robert, probably should unsettle Paul a lot, but... these things happen. Like real life, you can't go back and find out what happened in the log, and you can't get up again and pursue the matter. Robert remains dead. Jim... well... we don't know. Probably dead, according to Paul. He buried him. But... other than an unopened grave... who knows. Does Paul check the grave?
These are the nuances of a VLE game; and the abstraction between what Robert had his character do and the mechanics of the game engine concealed from Robert are essential to the function of the story and the integrity of other characters in a persistent ongoing story of personalities and brokers who are committed to their role and their part.
Content on a game screen might give away if Jim was faking or alive. This was, after all, the design of Beyond War prior to video streaming in the eara of 33.6 Kbps baud modems.
Therefore, streaming as a business might dramatically complicate VLE games like Beyond War, but that is where licence and restricted forums of strongly-controlled identity viewers are integral to the sustained 'micro-communities' of players who share the secret of other players real identity, powers, abilities, and true nature.
This abstraction prohibits the oversimplification of power solely for the sake of power or damage (per second) that is so often a metric in children's games, and represents a substantial change in the way we use computers to represent online and virtual interactivity among real people across very diverse physical locations.
Robert is, plainly, probably unhappy with his choices. His character is dead. He has to start over, and try again - probably with a 'downgrade' due to his absurdly unmotivated act of violence, which will impact his future opportunities in the game for exploring the unique classes. If Paul saw something, and plays along well, he may get a recommendation for a bonus toward a new class or benefits, just for participating in the scene.
Tabletop roleplay games have been employing these strategies for years, but few if any 'childrens games' incorporate them due to the diverse age group of the audience and likely involvement of minors as players - who are without a substantial effort: unable to contract or sign waivers or witness such terrible behavior among social groups that can exceed wiping out a whole planet and 8 billion people (some of whom are players) in an evening of online "fun".
How do you not get your "head popped off like a basketball"?
Well, don't stand next to Robert, for one.
Another is to play with people who do not "murderhobo" every killable thing until they find a player that can pop off every head in the room if you disturb his evening at the mall or slumming as an NPC in the game.
Yes, slumming as an NPC....
So you never know if you are talking to a persons or a bot... and those are the perks of being a professioanl player in an MSF/AM24 product. Substantial interchangability with the environment to mess with other players, among other things.
Old tricks - are the best tricks.
And when those tricks are afoot, messing with people and creating a "cause" for them to look for you - especially a legitimate cause that grants them a grievance point toward their advancement to pay it "forward" to you for some bad act, or purpose, or particular part of the story - similarly lends other players to be very confident and certain in the conduct and behavior of the people they stand beside (in the game). Or, even on the same planet.
And in a VLE scale, that distance (a few light years apart) is not so great when you realize the grievance that some players can instill in other players.
To an HDE, the purpose of playing the game is to generate those serotonin bursts of overcoming a fictional enemy in a child's game, or playing out the leadership role of a group against another group - where very little is actually on the line for loss or cost. The idea of engaging in a real-world sitaution where troops die and assets are lost on a massive scale, asymetric warfare is the norm, and you cannot distinguish the enemy from anyone you see in the game or even see them at all - is utterly terrifying.
And that, is just orientation. The rest of the game is about crawling through dead ships full of people who gambled that and lost, getting all their stuff and reading all their mail; taking their boots, and trying to leave before whatever killed that group of players comes back. It is fear, as a game, and a collective experience.
You can't run far enough to escape. You can't log on to another server to avoid the thing you just met. And you have to find people who believe in sticking it out with you while you are being hunted by something that makes most Biblical terrors seem like a perturbed shitzu.
But at least you get to do it with your friends.
And that - is the value. One that is very hard for an HDE to incorporate into their world-view or self-image. Or the valid superiority complex they have over people they abuse in other games made for younger audiences.
To live an adventure from a position of 'inferior strength', because the character of play from the moment you log on is the actual value and repuation you establish among other players - is not easy when you can die.
And there is more to it than just that... but that's enough to understand how much that lack of collective security and accumulation at any cost actually unsettles HDE players, audiences, and their idea of a ranked progression and development to a 'mastery' of power over others in conventional games and stories, work, and social groups.
Having understood what G.W.F. Hegel suggested, and how it does not mesh with real world or 4th Industrial Era technology, where all tasks and all knowledge are incorporated into automation and labor is replaced in society except among the most primitive war-torn worlds and flattened battlefields (like Earth 2021), where the population live as virtual slaves; is very disconcerting to a Hegelian Dialectic Socialist.
On the positive side, one person can be worth sparing a world, or destroying it.
If you can't imagine a person having that sort of value, or equate all persons to "fungible assets" that can be interchanged for the "value of their labor" or other collective desire, like human shields against an unstoppable force that shatters stars - then Beyond War and AM24 products are not for you. But a world where society grants you a "right to exist" is more of a fantasy than that world, and the whole of every human being on the Earth is no surety against the flick of a switch or the pull of a trigger that puts your star out like a firefly on a passing car in the night. It's a big Universe. If you haven't seen a world burn or a star die, you are still young. Maybe too young to be out here.
It is called "Beyond War" for a reason.