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The Birth of Game out of the Spirit of Nerd Psychology

Posted: Sat May 25, 2019 11:36 pm
by icycalm
PREVIOUS: THE AGE OF INNOCENCE AND THE MYSTERIOUS WAYS OF GAME


On that deeper level, meanwhile, which would take us many years to attain—only just now, in fact—the tricks weren't working on the girls so much as on the nerds themselves. They played the role of a kind of secret superpower armed with which the nerd would muster up the courage to venture forth from his room and face the wide cruel world, of dating and far more. Because without this power the nerd would have been too scared to even leave his room. An entire childhood and even adulthood of being rejected, ridiculed and marginalized by everyone around him had taught him to stay home and out of other people's way, and nothing short of magic would suffice to empower him enough to go out there and give society another shot. So the actual quality of Mystery's techniques didn't matter as much as the fact that his disciples believed in them enough to get out there and try them. In a way, the tougher the technique—and the neg was a formidable one—and therefore the more effort it took to master, the better, because it would mean getting into interactions with that many more girls, which would improve the real technique that really mattered—the nerd's socialization skills—in every nerd who wasn't clinically retarded, and even in many of those who were. Ideally, the technique would be bogus and impossible to make work, so that the nerd would have reason to keep approaching girls and groups of people forever, until the day he realized that you don't need tricks and specialized techniques to talk to people if you are not retarded: you just... go up to them and talk to them, just like everyone else.

But I am shortchanging the nerds here and being far too harsh on them because chatting up strangers without first having been socially introduced to them is not normal, even in our extremely liberal modern culture, and I wouldn't be surprised if there exist somewhere vestiges of other cultures in which it's even considered rude. (You certainly wouldn't have been advised to chat up random burqaed-up women in the erstwhile Islamic State, for example.) The reality still is that unless you have a very good reason to talk to a stranger—such as if they are a worker serving you in some capacity or other, or if you are a worker serving them; in which case the chat will tend to be confined to a professional level rather than a social one—you will be regarded as weird and your motives as suspicious more or less throughout the Western world; you will not, in other words, be received with anywhere near the openness and warmth with which someone who's coming with a proper social introduction and its implied assurances of trust will be. And that is the brute fact and and obstacle which indirect game was devised to deal with and overcome: instead of engaging the stranger directly on the social level—much less the sexual one, which is the actual goal—the player engages on another, far more acceptable level—such as the aforementioned professional one, for example, or the casual level if he decides like Roosh—the master of indirect game—to pose as someone who's lost and asking for directions—and then, as the interaction develops, he gradually shifts it to ever more personal levels, by small and relatively safe jumps, all the way to the bedroom.

All these techniques of course—which would eventually come to be collectively known as versions of the so-called "cold approach"—could quite plausibly be regarded as extremely deceptive, predatory, and even sociopathic, and in any case certainly as abnormal; so it makes sense that they would be devised by abnormal people to whom social norms didn't mean much and over whom they held little power; either because these people were too stupid and dysfunctional to grasp them (the garden variety nerd), or, in rare cases, because they were too intelligent and high-functioning and independent-minded to stoop to them and bother taking them into account (the geniuses like Mystery and GLL, and the more intelligent among the PUAs, all of whom are naturally introverted and thus to some degree sociopathic). Of course, the inventors of the theories and techniques would belong to the latter group, but the bulk of their adherents would hail from the former (and that's without counting the straight-up fraudsters that would start piling in once the field had become lucrative), and that's how a lot of mischief would be perpetrated, in terms of misinterpretations and exaggerated claims like the all-too common claim of the type that game could net a player any woman anywhere ever no matter the characters of the people involved and their circumstances.

So this was a pretty weird group of people overall, but whatever complaints one might have had against them individually, or as a group, what is undeniable is that without them—without us, because I should certainly be counted amongst their numbers—modern game would never have been developed because socially well-adjusted individuals would never had had enough motivation to invent it—not even those of them who were dissatisfied with their sex lives—because they would have been too uncomfortable stepping out of the norms of social acceptability to experiment sufficiently with the whole structure and thereby figure out exactly how it works, and thus how to best infiltrate it and subvert and dominate it.

But there I go, talking like a nerd too, an outcast from society, about "infiltrations" and "subversions" of "social structures", as if there's some kind of war going on. Yet, isn't the sexual game a kind of war, since the supply of hot girls in any given area is finite, and competition for them is fierce even between naturals? Viewed in this light, a certain degree of hostility towards other guys and perhaps even against girls (the "targets"), on top of the nerd's natural propensity to hostility against the entire social structure that insists on rejecting him, is certainly understandable, even if it is advisable to hide it well from others, and even, in some cases, from oneself. At any rate, the psychological games going on here are many and complex, and closely interrelated, and we've only begun to unravel them, even though we've already gone further in this direction than any PUA ever has or is even able to go. Suffice it to say that if you intend to dominate a field, a certain degree of hostility towards the incumbents is perfectly understandable and even desirable, so let's cut the nerds some slack and not be too harsh on them for it wherever we detect it. There's nothing wrong with being deceptive, predatory and even sociopathic if it's for a good cause; and hot girls are one of the best causes there have ever been.


NEXT: THE SHEER COLDNESS OF COLD APPROACH