The VR Tightrope

I’m having one of those days where everything comes unstuck and I suddenly reply to all the emails I’ve been putting off replying to for months and months and months on end. This often ends up being a hugely heartening exercise because I find that my “Reply Later” stack, grown into a source of guilt and avoidance, is actually full of the loveliest stuff—the internet penpal stuff, the unexpected fan mail stuff, the slow motion friendship stuff. It’s because it’s lovely that it gets shoved into that folder in the first place! I want to give it time.

And you know, maybe that’s okay.

Anyway, I’m going to do something potentially gauche and quote myself because I jotted this thing down in an email to James back in January and I realized instead of waiting to write the perfect blog post about it I could just copy and paste right out of the email and be done with it. So that’s what I’m doing.

Your comment about “the arbitrary nature of the rope” brought back a memory I kept wanting to write about of seeing folks trying a VR tightrope simulator for the first time in 2016. They just had to walk across a rope lying on the floor, but of course the headset makes you think you’re wobbling along over 50 metres of thin air. Watching people try to accomplish something that was, from where I was standing, clearly safe, but behaving as if they were performing a death-defying high wire act…god. It just felt like such an accurate metaphor for the process of creating anything. Our brains convince us that certain death awaits on every side, but we’re absolutely safe. We are.

There we go. This thing I’ve been meaning to write about for five years now exists on my website. Incomplete, minimally described, but whatever. It doesn’t have to be an essay every time, y’know?

🥳