We have scalar and cross product. Cross product works in 3D only. But why not define a torque in 2D? Or 4D?

Imagine now that we don't know anything about products of vectors. How to multiply? For two vectors a and b it would be the product ab. It is natural to expect distributivity and associativity, but not commutativity (cross product). So, let us decompose our new product (symmetric and antisymmetric part)

ab = (ab + ba)/2 + (ab - ba)/2

It is straightforward to show that antisymmetric part is not a vector (generally squares to negative real number)!

Now we have a simple rule: parallel vectors commute, orthogonal vectors anti-commute. For orthogonal vectors we have Pythagoras theorem without metrics! 

In 3D (Euclidean) we have for orthonormal basis

eiej + ejei = 2 dij , dij is Kronecker delta symbol.

You see, it is Pauli matrix rule, ie, Pauli matrices became 2D matrix representation of orthonormal basis vectors in 3D. 

This is geometric algebra (Grassmann, Clifford, Hestenes, ...).

My question is NOT to discuss geometric (or Clifford) algebras, it is about a general concept of number. How to multiply vectors?

If one accepts new vector product it changes everything! So, what are objections to such a concept (Clifford)? Could somebody suggest another multiplication rule? 

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