Running Mazes and Monsters, which touches upon some personal problems but not very directly, so it's sort of a good, how do I say it...a movie that's good for processing some uncomfortable thoughts without risk of excessive emotional involvement. This isn't exactly Madoka Magica. All the same, there's an emotional center to this infamous scare movie about tabletop gaming, loosely based on an irresponsible book about James Dallas Egbert III (q.v. https://en.wikipedia.org/wiki/The_Dungeon_Master) in which an unscrupulous private investigator claimed that Egbert's mind had been fuddled by role-playing games and LARPing in the Michigan State University "steam tunnels". In the movie, Egbert is transmogrified into an emotionally fragile young man named Robbie Wheeling, who's tormented by guilt about the disappearance of his older brother Paul. Robbie was the last one to see Paul before he vanished and now he blames himself.
Turns out Robbie's had a problem with getting fixated on games, and it happens again at his new college. A spooky LARPing session in some nearby caverns prompts an emotional breakdown and then...a spiritual experience! Robbie had been role-playing a "holy man" and he experiences a vision of being assigned a quest to seek his brother in New York. Now...if Robbie had been able to detach himself from this experience a bit and think about it instead of leaping into impulsive action (haha I've never done THAT!) then maybe he'd have realized, in a more dispassionate and reasoned way, that he had unfinished business with the memory of his brother and at some point he needed to deal with it instead of doing the normie thing and suppressing it. This spiritual crisis, depicted in Mazes and Monsters as horrific or pathetic, a heartbreaking lapse into insanity, actually makes sense.
But normie American culture has forgotten how to deal with ecstatic experiences. Only a few such experiences are permitted in respectable American society, especially if you're living up to conventional masculinity. I could probably tick off on my fingers all the things an American male is allowed to be ecstatic about—sex, violence, money, sports, drink and drugs, certain permissible sources of entertainment...what am I missing? And basically nobody is allowed to have a mystical experience in polite society. There's mystical Christian sects and cults and other such groups on the margins but they're not respectable. Perhaps running into a meeting-room and screaming What if we put LLM superintelligence into washing machines?? is supposed to be an ecstatic experience.
The point is, there's hardly any acceptable way for a normie American to experience a sudden disruption of their life. Nobody is supposed to change much, and sudden changes are always viewed with distaste—even a dead family member isn't supposed to knock you down for too long. As for transformative life change? Forget it! Unless you want to convert to extremist Christianity or an e/acc cult or a crypto scam or something else that's useful in business, you have no options. And even the e/acc cult, though relatively acceptable as cults go, is likely to mean losing a lot of friends.
No wonder gender transition sticks in the craw of conventional American society. The Christian moral panic isn't 100% wrong, you know...they're correct to sense a transformative energy, a magic in the trans community that is fatal to their shrunken and limited worldview, and thus they hate trans people with unholy passion. So many of their other hatreds coalesce into this central hatred. Trans persons are creative, and they hate free creativity. Trans persons are often highly skilled or educated, and they want to hoard all skills and education for their exclusive use. But above all they hate the prospect of change, for their most powerful emotional weapon is: You're stuck here. They have made the whole world into a jail and, like all jailors, they're terrified of escape.
Mazes and Monsters is terrified of escape. The movie is remarkable for somehow managing to evoke a sparkle of urban magic and the richness of imagination even when the movie's overall lesson is CONFORM. One of the college kids, at the start, is restless with his parents' demands on him—go to MIT, go into industry, be somebody!—because he'd like to make video games. By the end of the movie he's learned his proper normie lesson: games are for people who are sick in the head, and money is more important than creativity. As he drives off into the sunset he's bragging about how he's going to make a million dollars in software. What sort of software? (Shrugs) Who cares. Whatever sells, I guess.
(spits)
~Chara of Pnictogen