In topic: "aspect geometry (and how it makes me go insane)"

Tuesday, August 19th, 2025, 2:20 AM19 days ago

I wholeheartedly agree on practically every point. I particularly like the shapes part of your theory, I have considered this but I have not delved too deeply into it. What I would like to add is another geometry relationship, that you have not mentioned: the aspect wheel is, of course, a circle. it will look the same from the outside no matter the orientation. the EZ gives us what I like to call the spacetime axes, which center around principles that are central to both the game itself, which is the most important for understanding relating to the classes of players, and to the physical world, which is the state that beings must exist in. this is not the complete picture, however, as it only explains the midrange of a character’s understanding of the world. Ironically, it also cripples our understanding of the aspects it places as most important, namely time, space, breath, and blood. Because they have no horizontal or vertical pairs, their only relationship is to their opposite, and so we can only learn a little about them. What I propose is that the wheel be turned 30 or 60 degrees to the left, placing either life or light at the top. Let's start with the first one, the mindheart axes. mind is placed in the left, becoming the reason side of the spectrum, while heart becomes the emotion side at the right. Life occupies the 'positive' position and doom the 'negative'. these do not change, only what they are measuring, in this case, mindset. these axes, rather than measure a player in relation to the world or game (exterior), measure the self (interior) life and doom roughly equate to motivation/goal/mindset and heart and mind are the methods used to achieve this, if that makes any sense (space and time are the 'methods' in the other model(the horizontal axis is generally the base of each model)) this is a completely new frame of refrence, complete with new horizontal and vertical pairs, though notably the same opposites. (i can describe the signifigance of each individual pair if you're interested, but that is beyond the scope of this post.) And We're just getting started. my personal favorite orientation is the hoperage axes, with light and void on the vertical. now positive and negative represent sheer narrative force, relevance, information. the methods are full of potential either way, pure creativity or pure destruction. this is the narrative axes, the long range relationship that a character will never perceive (some exceptions include Vriska, light, and gamzee, rage) that nevertheless defines their entire existence and controls how we perceive them. light/void relationship is the most important resource for a character, while hope and rage have the power to define the plot like no other(I have a whole theory about how they are the most important aspects and their influence can be seen absolutely everywhere both inside and outside of hussie's work) I could go on for pages about the signifigance of this orientation, which of course has its own V/H pairs (which, again, ive devoted substantial time to examining), but for now I merely want to introduce the idea of rotation so ill keep it concise. the closest relationship is within the character's self, best viewed through heartmind, moving outward we come to the world or the game, best viewed through spacetime, and at the outer limits of a characters experience we have the narrative, in which their contribution is best viewed through hoperage. I would just like to add, I'm glad there are others interested in aspect geometry, and I sincerely hope that my theory interests you.

This is some straight up delirious biznasty, Dawg!!

AwSnapz404