Negative space carved into the landscape, a
hollowing, and a damaging of the wholeness of the material. A fissure in the
ground itself. This essay considers the dungeon through the lens of an
impossible necrosis of the physical material, a self-generating wound (negative
space)[1] alternatively worming and yawning wide beneath, the
inhabitants either opportunistic or a consequence of this death-of-stone,
spawned by the Wound itself.
Continuing this examination of the physical
self-generating negative space (Wound), its very strangeness can be a wound on
the expectations and experience of the observer, mirroring the wrongness of the
physical artefact. It does not follow the rules of the world – by their nature,
these wounds are aberrations, impossibilities in the natural order, a negative
space in understanding – a wound in how we thought thinks worked, or how they
should work. This feeling is exacerbated
by two common features observed within the wounds – their age, as ruins
presuppose history and thereby age, and the impossible inhabitants which
cannot, should not ecologically function nor survive.
Self-generating aged ruined structures are
a paradox – their nature explicitly points to a history, which is rendered
impossible by their very self-generating nature – how can something not here
yesterday have the weight of history so deeply embedded into every rotten
flagstone. One could view the ruins and devastation not as a mark of history,
but resultant of the wound itself – but this rapid destruction would leave
burning and sharp fresh-severed rock, not aged ruins stamped by the passage of
years.
The inhabitants, those oft-hostile
monsters, seemingly doing nothing but squatting in the ruins, waiting to kill
those foolish enough to plumb the depths. When there is no natural ecological
explanation for their existence or their actions, one must examine through the lens
of the self-generating Wound, as well as the negative space/wound opened within
knowledge. They could be considered a result of the physical Wound.
One view, that of the self-generating
dungeon as a force possessed of a will for self-preservation, more akin to a
living thing, would give these generated monsters the role of the antibody,
destroying foreign bodies which enter the system of the wound. However, this
reasoning, considering the dungeon-as-Wound, renders this strange. The wound is
a disruption of an existing system, not a system of its own. We could instead
take the view of the inhabitants as debris – the wreckage spawned by the act of
wounding itself, the negative growth of the self-generating dungeon. Something
akin to survivors, squatting in the ruins left behind, wounded themselves and
driven to madness by it, full of violence and spite for those who come after,
plumbing the depths of the damaged body the remains were once part of.
They could, alternatively, be viewed as an
infection – the wound, left open, allows parasites and disease an easy entry
into the ruptured body, infesting and spreading in the increasingly fetid wound,
eventually, perhaps, a greater threat than the initial wound itself.
A final view is that of the inhabitants as
secondary wounds, caused by the disruptive effects on the body by the original
wound, like splintered bone tearing open further injuries within. Following
this, the wounding of observers physically and in negative-space infliction
within knowledge, are tertiary wounds, further damage by the original
self-generating wound, now attacking along further vectors.
As an aside, the increased danger as the
wound is probed further and deeper could be understood as a concentration of
the wounding energy, as well as the wounding mechanisms being worse as the
injury extended deeper into the body – something applicable to all views on the
inhabitants. The remains are deeper gouged, the infection deeper and more sinister
or the secondary wounding worse.
[1]Whilst
this essay is an examination of the self-generating dungeon-as-wound, the
notion of the dungeon as a purposeful wound, a designated and conceived site of
activity is still worth a mention. Conventional, mundane uses can be easily
understood, blunting the edge of their wounding potential, simply assimilated
into existing knowledge rather than being a negative space of understanding,
mirroring the physical architecture of the constructed space itself. However,
giving the constructed space utility does not have to cause this, if the use
itself is wounding, something not understood and, potentially, not to be
understood. The site of unknown/unknowable utility has the mirrored negative
space wounding potential of the self-generating dungeon-as-wound, and, perhaps,
intensifies the wounding of knowledge through the frustration of the unknowable
use. An additional layer can be achieved when this utility is in-congruent with
the physical negative space of the structure itself.
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