A new realisation came to me related to this.
Imagine a practical situation of life in Lineland.
There are some flaws in the way it is described in Flatland. The people who lived in Lineland, the line segments, could move back and forth but actually this is impossible in a truly 1D universe. This is because there is no friction. The reasons why there cannot be friction in a 1D universe are as follows:
1. For friction, there needs to be a surface of contact. In 1D, contact is not possible except with points of contact.
2. There need to be irregularities in surfaces for friction and irregularities require at least two dimensions.
Of course, these rules would not hold true in a 1D universe that is embedded in a desk under a glass slab in planespace, because the glass slab and the desk would have irregular surfaces. But considering a completely Euclidean line with no irregularities friction is impossible. Thus no force can be exerted until and unless two bodies collide. And collision can be avoided if all bodies in the line are moving with the same velocity. I think we are in a similar situation in a temporal dimension.
quickfur wrote:The trick with dealing with temporal dimensions is that all of your actions, past, present, future, are all already determined (as least from a mathemetical POV), so that the present you forms a single slice of a continuum that forms an (n+1)-dimensional "time-sweep" that traces your path from past to future. So there is no "motion" at all; the whole thing is just a static, unchanging manifold of history and future already pre-written (at least from the mathematical sense). So it makes no sense to speak of motion in this context: for anything to move, requires an independent time dimension, but when you're viewing the whole of spacetime as a single object, there is no other time dimension in which you could move. Speed is basically just the slope of your "time-sweep", a purely geometrical feature. So there's no "mysterious force" that prevents you from going anywhere -- you can't "go" anywhere because going requires motion, but when viewed as an object in itself, spacetime doesn't have motion anymore than a straight line on graph paper has "motion".
The only reason we experience time going forward is because that's the direction in which our brain processes input. Viewed from an observer outside of space-time, time has no special direction at all.
So dealing with two temporal dimensions just produces something that is probably incomprehensible to us, because we have no concept of what "time moving forward" means when there's a 2D area in which events can progress. The closest I got to two temporal dimensions is the (very) crude analogy of the evolution of a story's plot (in "internal time") over (external) time. That is, your first draft of the story has the plot going forward in a certain way, so you can say at t1=0, time in your story's universe progresses from t0=0..n in a certain way. But as you revise your story, the new version of the plot now progresses from t0=0..n in a different way. So if you collect all of your story's drafts together, you can lay out the different versions of the plotline across a second time dimension, that is, the external time ("real world time"), which is perpendicular to internal time ("in-story time"). Then you can consider a perpendicular cross-section of these different versions of the storyline, and look at, for example, how a particular character changed from its original conception to its final version, at the same point in the story's time. This then represents the progression of the second time dimension: where time in the story's universe has stopped, but the characters and scenery still change because now you're moving from the original version of this event to newer revisions of the same event in your story. Obviously, the characters in your story are oblivious to this perpendicular motion, since they live only in story-time. But conceivably, one could write a story where a character acquires a 90° rotation from in-story time to revision-time, wherein he travels to a "parallel storyline" where characters, scenes, and objects have changed while story-time stays still, and then he can rotate 90° back into in-story time and then proceed to experience the rest of the story in a new version of the plotline. (But as I said, this is just a very crude analogy of 2D time -- I haven't been able to get any further than this 'cos the analogy breaks down.)
Let it be that there is no motion and that we experience time going forward only due to the direction in which our brain processes input. But I still think that I can relate this to the velocity of a mononian in linespace. To change the rate at which our brain processes input, we need temporal friction. For that we need irregularities in temporal surfaces. For that we need two temporal dimensions. That is beyond our comprehension since we are temporal mononians.
(I have not considered the effects of relativity in the above paragraph)
It is even more difficult to conceptualise a second temporal dimension than a fourth spatial dimension because, for spatial dimensions, we already know three and we can use the analogy of lower dimensions to expand our understanding of higher dimensions, while for temporal dimensions, we know only one and we cannot use analogy in a proper manner. The analogy used by quickfur in the post quoted above is quite logical (Even the dot products of the temporal vectors seem to be 0, indicating perpendicular directions), though, as he has himself said, crude. Still, I cannot think of any better analogy.
PS: Don't ask me what temporal vectors are, I just made up the term and I don't know what it means.
What I have written in that bracket is just an intuition.