At 100%

Today in bizarre internet documents: this Final Fantasy VIII guide. I . . . okay, look, I could give you the whole backstory here, but we’ve both got things to do today, right? How about you just trust me on this one?

I’ll try to keep this concise. In FFVIII, one of your party members has a dog, named Angelo, and the dog can learn an ability called Angelo Search, which allows it to sniff around and root up items while you’re busy fighting alien turtle monsters or whatever. The ability is entirely passive – you can’t trigger it yourself, it just occurs at random times while you’re in battle – and the items you’ll receive therefrom are almost uniformly generic garbage. So for well over 99% of playthroughs, it’s entirely worthless. The game would be substantively identical if it didn’t exist. The plot twist is the word “almost” a couple of sentences back. It turns out the ability has a very, very small chance of giving you some of the game’s rarest items, including some that cannot be acquired in any other way.

This doesn’t make it matter, yet. The chances of it actually happening are so low as to be beneath notice. But it makes it so it can be made to matter. Because the ability triggers on its own, the one thing that one can do about it is wait. You can set up a battle so that the enemies aren’t doing anything that’s going to kill you (the battles transpire in real time, so enemies will constantly attack you while you’re just sitting there), and then you just leave it. You leave the game running, on its own, for hours and hours on end, such that by the time you get back, the probability of your having obtained one or more super-rare items has been upgraded from “lol” to “noticeable.” Indeed, thanks to the magic of probability1, if you just keep doing this, the likelihood that you will eventually obtain the maximum possible number of every item available in this manner ascends to a near guarantee. So what presents itself at this point, with terrible clarity, is a goal: you can use this approach to get not merely something, but everything. The guide in question is a series of instructions as to how to accomplish this.

Meaning it’s a series of instructions as to how to avoid playing the game. Perhaps this strikes you as unproblematic. I mean, it’s at least kind of interesting. Actually going through with this would require commitment, in a sense. And it’s not really any different than anything else you can do in a video game, right? Well, yes and no. It certainly is the case that all actions in a game are fundamentally arbitrary, but that doesn’t make them all equivalent. That is, we can imagine Sisyphus happy, but that doesn’t mean we should just go ahead and assume it a priori. If we care about this type of thing for . . . whatever reason . . . then we should take a closer look at what’s actually going on.

What’s actually going on is nothing. You could achieve exactly the same result by hacking the memory file and inserting the right bit values wherever the item count is stored. You wouldn’t be missing out on the “experience” because there is no experience. The end state, including your own end state as a person, would be physically indistinguishable from if you had done it “for real,” which of course logically implies that there is no “for real.” And yet, the whole thing nonetheless involves expenditure of real time and consumption of real resources. The guide in fact indicates that someone damaged their PlayStation – an actual physically-existing object that costs hundreds of dollars and represents years of engineering labor and performs functions in the real world – in the service of running a continuous Angelo Search session – which, recall, means doing nothing – for as long as possible.

So we’re already in “what’s the point?” territory, but the rabbit hole goes deeper. What you get from doing this is also nothing. It is important to understand this claim substantively. That is, if you could use this method to get items that helped you out later in the game, then, well, it would still be really stupid, but it would also be justifiable. After all, having to do stupid things for a while so that you can do non-stupid things later is an important part of real life. But that’s not what’s going on here. One of the items you can get via this method is the Hungry Cookpot, an item so rare that only one of it can be obtained otherwise. This item allows your characters to learn an ability called Devour, which they can be use to permanently enhance their attributes by eating monsters.2 The thing about this is, you get one instance of the ability anyway, without even getting the one Hungry Cookpot you can get, and that instance is all you’ll ever need (you can swap it between characters at any time). The ability has no combat merit, and, um, only one character can eat a given monster at a time3, so even if you’re going to the extreme of maxing out all of everyone’s attributes, additional copies of the ability are entirely unhelpful. They literally do nothing, in an absolute sense. So why does anyone ever bother with this sort of thing? I believe, if you search deep within yourself, you will find that you already know the answer. It is not in pursuit of a goal, it is the goal. The point of collecting as many Hungry Cookpots as possible is to collect as many Hungry Cookpots as possible. You’ll note that the language used in the guide excitedly hypes the possibility of obtaining a bunch of stuff without any explanation as to what it is you would supposedly need these things for. What really clicks the gears into place is the fact that there is such a thing as “as many Hungry Cookpots as possible.” There’s a maximum number of each item that the game allows you to hold, which makes it possible to attain that maximum. When you open your inventory menu and see the number “100” displayed, you will at last know true inner peace.

This situation is not unique to this one game – FFVIII just provides an unusually direct example, on account of it’s weird as shit. What we are discussing here is, in fact, A Thing. The idea of a “perfect game” is something that many players explicitly pursue, in explicit terms. I could go on at some length about this, but I can much more easily illustrate the situation using a real example that someone actually wrote out and committed to the internet. The following block of text originates from a “perfect game” guide for Final Fantasy VII, and is among the most remarkable objects ever brought into existence through descent with modification. Don’t worry about trying to figure out what the hell any of this means, because it doesn’t. Just experience it as a raw mass of terrible aesthetic purity:


I’ve made up ten levels of perfect game saves, summarized below.  As I said in the intro these are open for debate.  These refer to Disc 3 saves.

SPECIAL NOTE: In general you can’t go through the whole game with a certain perfect game level in mind, and then switch to a higher level.  There are many points in the game which you can’t visit again, so you must have completed the requirements for that place before you leave.  See section 7 for details.

Level 0   – beat the game

Level 1   – Level 0 requirements
– purchase the Costa del Sol villa
– earn all limit breaks
– get Yuffie and Vincent

Level 2   – Level 1 requirements
– beat Ultimate/Emerald/Ruby weapons

Level 3   – Level 4 requirements
– Full set of chocobos (see notes)
– Chocobo Sage tells you everything
– Everyone’s Grudge does 9999 damage to each character

Level 4   – Level 2 requirements
– at least one of each materia mastered
– all characters at level 99

Level 5   – Level 3 requirements
– at least one of each item/weapon/armor/accessory
– complete all sidequests

Level 6   – Level 5 requirements
– at least eight of each armor/accessory, unless the max is less
than eight (thanks to nephalim for this suggestion)
– max stats for each character

Level 7   – Level 6 requirements
– maximum amount of items/weapons/armor/accessories

Level 8   – Level 7 requirements
– max gil
– max experience for each character

Level 9   – Level 8 requirements
– complete set of materia


Sidequests: This includes getting all four Huge Materia, Yuffie’s
sidequest, the Ancient Forest, and fight all Fort Condor battles.  Will is
testing the F.C. battles I’m missing.  As soon as he’s finished, I’ll flesh
out this requirement further, and probably move it to a higher level.

Items: See section 4 for details.

Materia: See section 5 for a list of materia and the AP amounts needed for

Max stats: Use power/guard/mind/magic/speed/luck sources to get these stats up to 255.

Chocobos: Mate the gold chocobo you get from breeding and the one you get for defeating Ruby Weapon to get more gold chocobos (I haven’t verified this myself yet).  It should be possible to get 7.  Alternatively, get one black, blue, green, wonderful, and three golds.

Everyone’s Grudge: This refers to the Master Tonberry attack which inflicts
10 HP of damage for each enemy the character has killed.  This means each character has to kill 1000 enemies.

Max Gil: I don’t know what the max gil is, but it’s at least 400 million.
I’m guessing 999,999,999 because that’s all there’s room to display on
the menu screen.

Max Exp: 999,999,999 exp is the max.  Thanks to Drake for reporting this
one.  Note I haven’t tested this myself.

Complete Materia Set: See section 6 for details.

Once I have a better idea of whether level 8 or 9 is more difficult, I may
interchange them.  If anyone accomplishes this before me, let me know which one you were able to do first.

OPTIONAL: Chocobuckle
Terence suggested this be made an optional goal because it’s got more than one use, and is largely based on opinion.  Possible goals include 0 escapes, 9999 escapes, and 2222 escapes.  I’d suggest 2222 escapes because it’s the easiest way to get Lucky 7’s.  Thanks to Arctic for pointing this out to me.

I mean, like, my god, it’s full of stars, right? If the aliens ever find this one it’s gonna blow their fuckin minds. I’ve got your monolith right here, assholes.

Uh, right, no, so I was talking about something. Okay, what we have here is a description of multiple different “levels” of perfection, with internal debate as to which metrics belong in which level. This is the actual definition of insanity. The entire thing about perfection is that it is an objective, binary condition. Something is either perfect or it is imperfect, and if perfection is your goal, then anything imperfect doesn’t count. If perfection isn’t self-evident, it isn’t perfection. So that entire block of text is fully disconnected from the thing that it thinks it’s talking about. It is pure howling gibberish, dressed up Vincent Adultman style in an ill-fitting trenchcoat of ersatz logic.

Okay, fine, so “perfection” is just the wrong word to use here. These are actually just different “achievements,” right? As if. These exactly are not achievements; they are fully arbitrary tasks that produce nothing and signify nothing. They aren’t interesting to do and there’s no reason to do them. There’s nothing behind them; they’re just numbers being displayed on a screen by a computer. Except of course there is a reason: the reason you would do them is to attain perfection. You can’t not use the concept of perfection here, because that concept is the only thing that makes any of this make sense. But it still doesn’t make sense! Having to argue about what “counts” as perfection completely defeats the purpose.

Okay, enough screwing around. What’s going on here is that these games are nothing but serieses of arbitrary tasks that don’t mean anything, and the appeal to perfection is the attempt to make them meaningful. The point of accumulating items is supposed to be that you need them for something. You might need to plan out how many healing potions you’re going to need in a particular fight, or something like that. But when that isn’t the case, when a game just has a bunch of random stuff crammed into it for no reason, these types of structural relationships evaporate. If you never need to use a healing potion, then it doesn’t matter when or how or in what capacity you can obtain one, and the number displayed next to it in your inventory means nothing. It could be 12 or it could be 10,000, and nothing would change either way. But if that number has a maximum value, then it suddenly gains a reason to exist: it exists for the purpose of reaching that maximum value.

Here’s the throughline. The games under discussion so far don’t have a workable definition of perfection because they’re too messily designed. Nowadays things are different; for the sake of filing off exactly these rough edges, games tend to be tightly constrained and heavily polished. You might think that this would fix the problem by making things non-pointless, by giving you an actual reason to do whatever it is you can do in the game, but that only works if you actually come up with a point for things to have. If not, then streamlining simply crystallizes the problem, because it makes the goal of perfection achievable. And this is exactly where we are right now: the idea of “100% completion” is no longer something that individual players have to make up, but is now most often built in to the structure of games themselves. The advent of achievementification has made the goal of perfection explicit. The game straight tells you what you need to do to reach “100% completion” and how close you are to getting there. But . . . wait for it . . . this still doesn’t make sense, because perfection is not a matter of design precision; it is logically impossible.

In a game where different decisions exclude each other, perfection is impossible in practice. Even if you can decide on a “best” set of decisions, it still doesn’t qualify as perfect4 as long as the other decisions have any merit whatsoever. But of course they always have merit: they provide the player with a different experience, which is the only thing that playing a game actually is. And in a game that is explicitly designed to be 100% completable, this remains the case – there are still multiple distinct mutually exclusive experiences that you can have with it. Quitting the game without ever reaching 100% completion is a different experience, and it has value for that reason, and that value is value that you don’t get if you go on to reach 100% completion, which means that 100% completion is by definition not 100% completion.

Sorry if I’m hamming this up. It’s actually just a basic means-for-ends confusion. As we saw in our Angelo Search example, doing nothing and getting nothing as a result is taken to be significant due to the existence of a counter which can be pointed to as an indication of significance. This is backwards. The only justifiable point of having a completion counter or achievements or any kind of explicit goal statements at all is to indicate good experiences. But the existence of the counter does not change the nature of the experience; it would still be a good experience without the counter. If you have the counter and not the experience, you have nothing.

There exist games that get this right. The Donkey Kong Country games were among the first to introduce the concept of 100% completion into the platformer genre. In Super Mario Bros. 3, there’s a bunch of different stuff you can get and different routes you can take, but none of it is “recorded,” so there is no sense in which you can try to do “all” of it. Donkey Kong Country, by contrast, introduces the Big Counter. Your save file has a completion percentage on it based on the number of bonus rooms you’ve found; you see it every time you start up the game. Some of these secrets are interesting to try to find and some of them are stupid, but at least they’re all something. Going for 100%5 of them necessitates actually doing stuff. But the truly notable game in this regard is the sequel. Each level in Donkey Kong Country 2 contains a single “DK Coin,” and each one is hidden in a different interesting way. Getting all of them requires exploring around offscreen and making difficult jumps and other such behaviors that are actually engaging. And on the navigation map, each level shows whether you’ve found the coin or not, so a missing coin indicator sends not merely the message that there’s a button to be pushed for the sake of receiving a gold star, but that there is interesting gameplay in the level that you haven’t seen yet. So in a case like this, the completion counter points you to where the good experiences are. It has a substantive function that is justified in terms of its practical effect on the player.

There are probably some motherfuckers out there who’ll still want to go for the the imagining-Sisyphus-happy counterargument here. That is, so what if some achievements are “empty”? Nothing means anything anyway, right? People who do things like this are making their own goals and defining their own values, aren’t they? Well, sort of, but this line of argument applies the other way around. The fact that nothing means anything is why goals don’t real. So the only sensible thing to do is to completely ignore the concept of achievement and just look at the actual behavior that the humans in question are performing, and the experiences they are having as a result. In one case people are engaging in interesting gameplay and having things happen in their brains, and in the other people are turning on a computer and then doing nothing, and then looking at the results and experiencing nothing. This is not imagining Sisyphus happy. This is Sisyphus pretending to roll a boulder up a hill and then pretending that he actually accomplished something by pretending and then congratulating himself on a “perfect” boulder roll. I mean, really. Camus would be disgusted enough to lose his taste for fucking French actresses for maybe like five minutes.

Still, that’s just an assertion on my part. There actually is one more step that I have to take here. I have to argue that what I’m calling “interesting gameplay” is in fact, in some substantial way, better than simply leaving a game console powered on and watching numbers go up. Except . . . do I? Do I really? We already know that the only reason people engage in certain behaviors is because of the existence of a counter that gives them the appearance of significance. In other words, they’re doing them because the designers of the game, implicitly, told them to, and for no other reason. In other other words, if it were really up to the players themselves, they would choose not to engage in these behaviors. Actually, the vast majority of the time they really are choosing not to engage in these behaviors. People like to write up these guides to make themselves feel important, but the vast majority of hardcore gamers don’t even bother with this shit, and the vast majority of people who play games aren’t hardcore gamers for exactly this reason: because this shit is fucking boring.

The trick is not to get complacent. Remember, the developmental progress of games has been towards this problem, not away from it, such that “100% completion” is now the normal thing that games are assumed to be about, to the extent that it’s actually built in to their distribution platforms. So the fact that most people hate this shit does not tell us that things are fine; it tells us that we have a real problem. We have a highly-developed and ubiquitous form of “entertainment” that coerces people into doing things that aren’t interesting and that they don’t like doing (while in many cases extorting money out of them in the process). And games, while often notably blatant about these types of things, are in no way sui generis. We live in a society that, in general, is built around people doing things that they don’t want to do, that aren’t interesting, and that don’t produce anything worthwhile. This is how things really look at 100%. We are all Angelo Search now.

So that’s it. The people behind these things, consciously or otherwise, are: wasting human potential, stunting intellectual growth, promoting excessive consumption of resources, degrading aesthetics, and creating bad ideology. This is evil.

  1. Actually you kind of have to hack it, apparently, since the random number generator that the game uses is fake. I really hope you appreciate the effort I’m going to to streamline this argument for you. It’s quite taxing. 
  2. Look, I’m really sorry about the amount of exposition this requires. The game in question originates from a period during which design was generally clusterfuckish, and games were often intentionally obfuscated for the purpose of selling strategy guides. Also I guess I should clarify that I’m not making any of this up? 
  3. no seriously what am I doing send help 
  4. I will pay the dictionary people good money to eliminate the word “prefect” from the English language and also all spellcheckers, thank you. 
  5. Wacko trivia: the maximum completion percentage in Donkey Kong Country is 101%, because reasons. In DKC2 it’s 102%, and in DKC3 it’s 103%, also because reasons. 

Against science

You’ve probably heard that there was a “march for science” this weekend, and you may have asked yourself what the hell that was supposed to mean. This is one of many things nowadays that is “common sense” and “shouldn’t be a partisan issue” and “it’s so ridiculous that it’s 2017 and we’re still talking about this,” which is exactly how you know that this is not where the real issue is. That is, there’s a notion that certain strains of political thought are “anti-science,” but of course this is absurd. Science is a methodology, not a goal, and for this reason, no one is actually opposed to it as such. Republicans are more than happy to support science when it’s being used to construct giant bombs and mass surveillance tools. Nobody is insisting that these things be done according to Biblical instructions. People who have goals that they want to achieve use the means that are available to them, and science is one of those.

First of all, the specific issue we’re talking about here is global warming, which is something that we should not euphemize, as it is and continues to be the single most important issue in politics. (If we’re particularly unlucky, it will continue to be the most important issue for the remainder of human history.) There’s a lot of talk concerning a “scientific consensus” on this issue and the fact that certain politicians won’t “accept” it, but this does not amount to an explanation. Science is, again, a method that can help you understand what the situation is right now, and potentially help you figure out how to do something about it, but only after you’ve decided what it is that you’re going to do. As explained by the Big D himself, David Hume, in a much-quoted-but-apparently-not-quoted-nearly-enough passage:

In every system of morality, which I have hitherto met with, I have always remarked, that the author proceeds for some time in the ordinary way of reasoning, and establishes the being of a God, or makes observations concerning human affairs; when of a sudden I am surprised to find, that instead of the usual copulations of propositions, is, and is not, I meet with no proposition that is not connected with an ought, or an ought not. This change is imperceptible; but is however, of the last consequence. For as this ought, or ought not, expresses some new relation or affirmation, ’tis necessary that it should be observed and explained; and at the same time that a reason should be given, for what seems altogether inconceivable, how this new relation can be a deduction from others, which are entirely different from it. But as authors do not commonly use this precaution, I shall presume to recommend it to the readers; and am persuaded, that this small attention would subvert all the vulgar systems of morality, and let us see, that the distinction of vice and virtue is not founded merely on the relations of objects, nor is perceived by reason.

In short, science can, ideally, tell you exactly what the present situation is, but what it can tell you about what you ought to do about it is – again ideally – exactly dick. After all, the group of people who accept the scientific consensus on global warming includes Barack Obama, who, well, I’ll be generous and not say that he did nothing about it during the time that the issue was on his desk, but considering the scale of the problem, it’s difficult to argue against the conclusion that he basically sat on his hands.

Worse, “science” is in fact the thing that caused global warming in the first place. It’s more than a little peculiar to oppose global warming by demanding more science in politics, seeing as what actually happened is that extreme advancements in industrial technology outstripped our ability to monitor and control them via policy. If it weren’t for science, if it were simply a matter of choosing a policy, no one would ever have chosen for global warming to happen. But, you’ll object, that’s not science’s fault. It was the profit motive, or human short-sightedness or whatever. You are entirely correct. To attach the label “science” to the results of a scientific process is a category error. Science is the process and is not the outcome. The first sentence of this paragraph makes the same category error. Science is not the cause of anything; it can only be the means by which a cause produces its effect. For this same reason, science cannot save us. Indeed, treating science as a real thing and not clinging to it as a fetish means respecting it even when it cuts against you – when it demonstrates that getting what you’re after requires sacrifice.

And also for this same reason, “science” cannot be the thing that our recent marchers were in fact marching for. They are making the same error: what they are actually in favor of is the results of science. A common grievance is the fact that the current administration seems to be attempting to neutralize the function of the EPA, if not eliminate it entirely. This is usually framed as an attack on “science.” But “science” and “the environment” are not the same type of thing. “The environment” is what we want; “science” is potentially how we get there (again, it can just as easily be how we don’t get there). Insisting on “more science” does nothing to oppose those who don’t want to preserve the environment in the first place.

More than that, “the environment” is not actually what we want, either. There’s always going to be an environment, no matter what. Even a Mars-like lifeless rock is still “an” environment. What we want is an environment that is good for humans, and it is here that we finally get around to imposing some fucking constraints. The thing that’s really disgusting about global warming is that rich fucks are going to be fine. They have high-tech doomsday colonies in which to while away their decadent lives while the rest of the world burns. The thing that allows them to do this is science. The other thing that allows them to do this is a hell of a lot of money – money that could be used to help the people who are actually going to get fucked to death otherwise. This is the only thing that is intelligible as a political demand. We don’t want rich fucks to jump up and down and shake their pom-poms when they see a pretty picture of a nebula. We want their fucking money. To actually argue this, though, you’d have to argue that rich fucks are not entitled to spend their money however they please – indeed, you might even end up arguing that people in general have a moral obligation to use their resources to make things better for others. And that’s just not how we do things in America.

The reason, then, that one “fucking loves science” is because it is easy to do so. Like, I wouldn’t normally do this stuff. Y’know, everything’s so partisan these days. I don’t like engaging in politics, like some kind of union laborer. It’s just that I love facts, you know? Facts are the best.1 Which, like, yeah. Facts are facts, which is why that is a worthless statement. What matters is what you’re going to do about them. And if what you want to do about them were something that the people in charge of this society were okay with, it would already be happening. If you want something different, then, you should be honest about what it is you’re saying. After all, most of the problems that we aspire to solve using science have already been solved – for some people. As William Gibson famously put it, the future is already here, it’s just not evenly distributed. So if you’re going to protest, don’t settle for taking the easiest possible stance out of fear that you won’t get a sympathetic writeup in the New Yorker. Make a real claim. What you are actually in favor of is coercive economic redistribution.

  1. Like, there’s apparently a hat with the word “facts” on it, because wearing that in public will totally show everyone what a functional and intelligent person you are. 

Our haunt

The revelation that Tony Schwartz was the exclusive author of The Art of the Deal, with Donald Trump providing only indirect thematic inspiration, has been nagging at me ever since that first tweet. Of course, I use the word “revelation” ironically; it’s always been terribly apparent that Trump lacks the capacity and focus to read an entire book, much less write one. But that’s exactly what’s bothering me: it is obvious that Trump did not write this or any of “his” other books, and yet they are still referred to as books “by” Trump and quoted from as though the words therein emanated from Trump himself in any capacity at all. In short: why is everybody constantly lying about this?

Consider, for example, this article, wherein the author not only assumes that the words in The Art of the Deal are Trump’s own, but actually attempts to mine the particulars of their phrasing for insight into Trump’s personal psyche:

Notice the specificity of his observations, his eye for certain details. Notice the irrepressible joy, almost awe, he experiences and expresses. Notice how loving, wistful, aroused he is, by the play of surfaces. It’s hard to believe he’s faking any of this. It seems, to me at least, quite real.

This analysis cannot hold, for the very simple reason that Trump did not write the words being referred to here. That is, Schwartz probably wrote this based on some sort of story or description he got from Trump, and maybe this really is how Trump is, but it’s still bad analysis. It ignores the real situation. It’s fake news. The fact that it “seems real” is exactly the problem: it is a lie that is easy to believe.

So what this means for The Art of the Deal specifically is that it’s essentially Trump fanfiction (without the “fan” part); given its inherent mendacity, it is worthless as evidence (and this probably applies just as well to everything else that has Trump’s name on it). Similarly, it’s been widely acknowledged that Trump’s inaugural address was written by Steve Bannon and Stephen Miller, and this presents the same problem. Those words were not Trump’s, and yet they are taken as evidence of what Trump personally thinks and believes. And Trump is not a confounding case, but rather the clarifying example here, because it’s rather apparent that he doesn’t think about or believe in a whole hell of a lot beyond his own surface-level aggrandizement.

So of course this phenomenon is not limited to a single series of hype-building hackworks; it is one of the basic properties of the culture that we inhabit. We routinely attribute things to people who did not originate them. This applies not only to ghostwriting in general, or to political speeches in general, but also to pop songs, where analyzing a song written by a committee and composed by a robot supposedly reveals to us the performer’s personal convictions, and to celebrities in general, whose stage-managed public appearances are tugged and prodded for evidence of appropriate ideology, and to technology, where Steve Jobs is given credit for the work done by a variety of different designers and engineers employed by Apple Inc. (to be clear, this is not to insist that someone like Jobs, or like a pop singer, contributes nothing, but simply that a lot of the stuff attributed to them is stuff that they had no real hand in), and to corporations in general, where CEOs are lauded for “spearheading initiatives” that earn them their golden parachutes on the way out, and, yes, to society itself, where workers, the people who actually do the things, are treated like a big dumb lump of human inertia, while living disutility generators like Thomas Friedman go jetting around the world in the guise of “thought leadership.” So this isn’t fine-print pedantry. It kind of matters.

Admittedly, there’s an extent to which this is all shorthand; that is, by “Trump says” we consciously mean “it is the collective public opinion of Trump administration officials that,” but there’s also an extent to which we are falling for our own con. If you seriously think that every anti-Trump protestor and/or commentator understands fully that Trump is the symptom and not the disease, you’re kidding yourself. As above, lots of people are taking what’s happening right now to be representative of Trump as a person rather than a result of the general political situation as opportunized by specific schemers of Bannon’s ilk. For example, “Trump’s” budget proposal, among other things, was poached pretty directly from the Heritage Foundation:

“When we were on the campaign, for Trump’s speeches we would pull stuff from Heritage budget documents and make the arguments that Heritage was making,” Moore said. “I think it’s very accurate to say that a lot of these ideas … even some of the arguments they make, some of the rhetoric is almost verbatim from Heritage.”

If you don’t know this, you are not capable of opposing the entity that is actually doing the things that you are opposed to. And Heritage has been around; it had a major influence on Reagan’s presidency, for example. So this isn’t one misdirection happening right now because of social media or whatever; it is the ongoing cause of everything that has been happening, all along.

We all learn in school that Issac Newton said he was only able to see what he saw by “standing on the shoulders of giants” but we learn this at the same time that Newton himself is drilled into our brains as the lone-genius inventor of physics, as a Great History Man. So we often think we understand the distinction here – nobody will, when pressed, actually claim that Jobs plucked the iPhone fully-formed from his brain – at the same time that we unconsciously assume that things really are that simple (that plucked-from-the-head reference is from mythology, i.e. the stories out of which we construct the underlying assumptions that we use to understand the world). Because of course both things are true: nobody’s a lone genius, but people do make real individual contributions. I’m not saying the relevant dynamics are always obvious, or that it’s never safe to elide the details (I’ll admit to making this very elision myself), but to simply assume that everything with the Trump brand name stamped on it emanates directly from the addled brain of the man himself is to accede to the fantasy that people like Trump attempt to flatter themselves with, and to abandon the truth. We are attributing authorship of the situation to the person who is in reality nothing more than a name on a dust-jacket.

Worse, this is exactly the trap that these people want us to fall into. The whole point of someone like Trump is to function as an attention heat-sink, leaving people like Bannon and organizations like Heritage free to operate in the shadows. The only way to stop these things is to exorcise the animating spirit; otherwise, the same forces will return to possess the next media-friendly stooge who wanders in looking for applause lines. Failing to get this at least half-right is what allows for someone like Trump to get up on a stage and say “I alone can fix it,” and for people to believe him. And the opposing view, that “Trump alone can break it,” makes the same mistake and results in the same ineffectuality. We should try to avoid this. It’s the kind of thing that could come back to haunt us – I mean, more so than it already has.