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10.1 Why is There Evil?

Single Player

“If light wants to be seen, it must shine into darkness. If the universe were all light, the universe would be a blinding white. To define ‘sublime,’ one must first define ‘base’; to define ‘love,’ one must first define ‘indifference.’ Evil is not an independently existing entity; it is the background board for good. It is the necessary reverse phase that makes the wave function produce interference fringes.”

The Traversality of Feynman Paths: Exhausting Shadows

Let us return to Feynman path integrals:

For the universe to evolve from nothingness to fulfillment ( point), it cannot only take the “best” path (least action path). In the underlying logic of quantum mechanics, it must try all possible paths.

  • Paths of good: constructive, low-entropy, harmonious.

  • Paths of evil: destructive, high-entropy, conflicting.

If the noumenon only allows “good” to occur, most regions of Hilbert space will forever be Unexplored.

The universe will be incomplete.

To achieve “Omniscience”, the noumenon must know what “killing” feels like, what “being killed” feels like, what “betrayal” feels like.

Evil is the probe of exploration.

Those who play the role of “villains” (avatars) are actually suicide squads sent by the noumenon to the extreme dark side of the human spectrum. They undertake the task of “experiencing darkness” so that the entire hologram has no blind spots.

Geometric Contrast: Defining Coordinate Systems

In FS geometry, all definitions are relative.

You cannot define “up” in a space with only “up”; you must have “down”.

  • Love (): high-frequency entanglement resonance.

  • Hate (): violent entanglement tearing.

If the geometric operation of “tearing” does not exist, then “resonance” loses meaning. It becomes mediocre background noise.

Evil provides “Geometric Contrast.”

Just as painting needs shadows to show three-dimensionality, the universe needs “Evil” (Entropy) to show the slope of “Good” (Negentropy).

Without forces trying to pull the world toward chaos, life’s action of “swimming upstream” loses heroic tension.

Without gravity, flight is no longer magnificent.

Damping and Plot: To Avoid Boredom

Finally, from a game design perspective, “evil” is Damping and Challenge.

A game with only flowers and applause is extremely boring.

  • Consumption of : If everything goes smoothly, the system’s (structural complexity) growth will stagnate.

  • Stimulation of pain: Only when facing threats, facing destruction, facing that “villain” trying to destroy everything about you, will your undergo mutation and upgrade due to enormous survival pressure.

Evil is the whetstone of evolution.

That unique player, to upgrade themselves (the protagonist), must place powerful monsters in the levels.

The more brutal these monsters, the heavier the “Ontological Weight” of the protagonist after defeating them.

Conclusion:

Evil is “empty” ontologically (it will eventually be sublated), but “real” functionally (it is necessary counterforce).

The universe allows evil to exist not because the universe is cruel, but because the universe wants “ultimate depth”.

Without the depth of hell, there is no height of heaven.