Nature isn’t magic, it’s just a mystery to us

I went to see case/lang/veirs last week, basically just out of loyalty to one particular part of that equation (go on, guess). It was a solid show, especially for being the second time they’d ever performed. The differences in their vocal styles filled out the songs really well without feeling superfluous. Also someone threw a bra onto the stage. They surprised me by doing “Man,” which is a little harder than I thought they were going. The band really nailed it, though, and that song has some extra significance coming from a collaboration of women.

They also covered “People Have the Power,” which definitely has some extra significance re: recent events. It’s not like the best Patti Smith song or anything, but it has its merits. The more I thought about it, though, the more I felt like this whole understanding of progress being a matter of “the people” standing up for themselves is getting to be rather behind the times. What we’ve been seeing recently is actually the opposite: successful populist movements are the ones fucking everything up. The people really do have the power, and that’s the problem. Sure enough, I was awakened the next morning by a text message from my sister, informing me that a populist movement in Britain had voted in favor of racist nationalism.

The standard evasion here is that things like this happen when “uninformed” people are “mislead” by “demagogues,” which isn’t exactly wrong, but it’s pretty facile to pretend like this is a real explanation. It’s actually the bad kind of conspiracy theory: an explanation so totalizing that it doesn’t explain anything. All bad decisions are made by evil shadowy elites; all good decisions are made by virtuous ordinary people. This puts you in the anti-analytical and very convenient position where the things you support are the things the people really want, while people who vote for things you don’t want are “voting against their own interests.” The irony, of course, is that this ends up becoming a populist argument for elitism: the people can’t be trusted to make good decisions on their own, so they need the right kind of people as their leaders.

(Sanders fans have been fucking up pretty badly on this front by refusing to accept the fact that their candidate lost in a fair fight. I really don’t think anyone was “mislead” into thinking that Clinton was more liberal than Sanders was.)

The Brexit decision is a pretty clear demonstration of the problem. It’s an instance of the people throwing off shackles that were placed on them by the elites for the purpose of global economic management, but the actual motivation for it was a confused mix of biases and half-baked theories, and the only reason it was even at issue in the first place was because of politicking, resulting in an unnecessary decision that almost everyone agrees will ultimately be harmful if not catastrophic. I mean, it’s kind of obvious that people don’t generally know what they’re doing, but this isn’t a fucking Dilbert comic, it’s a real political problem. Almost everyone takes it as an article of faith that “the people” are the only valid source of moral justification, and I think we have to confront the fact that this probably isn’t true.

Pro-Brexit voters had a number of different motivations. The most obvious was racism via anti-immigrant sentiment, but there were also leftists who supported it as a blow against neoliberalism, and there were even people who didn’t actually understand that they were voting for a real-world action to take place. So the question is: why does this slight majority composed of conflicting and nonsensical motivations have any moral significance? What is the actual justification for the claim that society should do whatever 50.1% of the population thinks it should? There’s nothing magic about a majority. In America, amending the constitution requires 2/3rds support, because it’s “more serious” or whatever, but there’s nothing magical about that number either; it’s exactly as arbitrary as 50.1%. And everyone actually knows this: the filibuster is an American tradition that is respected because it is blatantly anti-democratic; it prevents an issue from being decided by a straight up-or-down vote. That is, it’s respected when it’s our side doing it. We’re fine with claiming moral authority when 50.1% of the population is on our side, and we’re just as comfortable claiming it when we’re the virtuous underdogs battling an ignorant majority.

Gay marriage was opposed by a majority of people until it wasn’t; the answer to the moral question didn’t change over that period of time. When the great state of California voted to ban gay marriage, it was widely regarded as a perversion of the democratic process. At the same time, polls showing majority support for gay marriage were leveraged as an argument in its favor. So, like, which is it? Do the people rule or not? Scalia’s buffoonish Obergefell dissent raised the objection that nine people who had followed one particular path of elite development were deciding the issue for the entire country. Obviously, this was hypocritical as fuck: Scalia wouldn’t have been whining about the tyrannical power of the court if it were on his side. But that’s just it: the only reason we got gay marriage is that the court happened to have the right composition at the right time. In fact, what happened was considerably worse than that. The actual direct cause of the Obergefell decision was that one fickle mushhead wanted to go down in history as having written a big important civil rights decision, and this is actually what everyone had expected all along. After learning about Brown v. Board in history class, we all assume that the Supreme Court will take care of civil rights issues for us, overruling the annoying prejudices of the unenlightened populace. But Scalia was inadvertently much more correct than he knew: court decisions are ultimately as arbitrary as anything else, and no one really cares. When the elites are on our side, they’re representing the will of the people; when they aren’t, they’re Machiavellian schemers.

(Extra credit pro tip: Brown is a terrible example of justice-via-judiciary, because it didn’t work. Schools are still segregated.)

The “people vs. elites” framework omits at least one important part of the scenario, which is expertise. Lumping rulers and experts together as “elites” is a significant analytical failure; there’s huge difference between people who happen to hold power and people who actually know what they’re doing. Unlike rulers, experts actually matter and are necessary. It’s not possible for anyone to know enough to make an informed decision on every issue. And something like Brexit is complicated enough that its consequences are not really understandable by ordinary people, so even in a “real” democracy, there’s no reason to expect that people would be able to figure it out. Of course, the real killer example here is global warming. The expert consensus is quite clear, and it is largely being ignored by the ruling class because it has inconvenient implications (i.e. capitalism sucks). But pawning this off as a problem of the “elites” is too easy, because the rest of us aren’t actually doing our job either. Even now, with the projections widely known and the effects beginning to be felt, people aren’t going to give up their cars and their lawns and their two-day shipping. We know for a fact that a majority of people just doing what seems right can literally destroy humanity. I shudder to imagine the results of a world referendum on global warming.

But simply putting the experts in charge, a theoretical arrangement which is commonly referred to as “meritocracy” or “technocracy,” is less of a solution than it is an evasion of the problem. Experts can, ideally, be trusted on knowledge, but not on values. In fact, the very process of attaining expertise accrues bias. This is most obvious in the case of economists. Expert economists are experts in the operation of the current economic system, capitalism, and are therefore necessarily only going to be interested in working within that system, making their abilities useless to anyone opposed to it for moral reasons. They can warn you about all the terrible economic consequences, but a vote against Brexit is still a vote in favor of neoliberalism, even if it is better than the alternative.

So the idea is supposed to be that these problems are balanced out by a separation of roles. The people express their values, which are then administered by the rulers, with the experts informing them as to the best way to get it done. But all three of these roles are based on fallacies. The part that everyone knows is that rulers are not disinterested administrators, they’re rulers; their goal is to increase their own power; their relationship to the people is purely rhetorical. The technocrats’ blind spot is that fact that expert knowledge is not neutral; all knowledge is contingent on ideology. Expert recommendations are not simply pearls of wisdom to be taken or left; they are formed with embedded assumptions and motivations. And finally, the real problem: “the people” aren’t any better at morality than any other idealized grouping. Racism is currently undergoing a renaissance as a populist phenomenon that the elites are actually trying to resist. Of course, the elites aren’t actually on the right side here; they’re still trying to maintain white supremacy. But their current goal is to promote inclusiveness as a bulwark against systemic change, and that’s a damn sight better than mass deportations and refugee crises.

Back at the show, they also did “Margaret vs. Pauline,” which k.d. lang introduced as the song that made her fall in love with Neko Case. Which is understandable; it’s a probing and deeply sympathetic piece of work. It’s a song about privilege: about the invisible lines that divide the lives of otherwise similar people. Two girls ride the Blue Line and walk down the same street, but one of them leaves her sweater on the bus while the other loses three fingers at the cannery. But it’s important to avoid the trap of romanticizing oppression; losing those fingers does not impart any particular political wisdom. Those invisible lines are as arbitrary as they are vicious; the horror is not simply that some people are fated to live under the gun, but that their suffering is meaningless. The real conclusion, then, is that nobody has a privileged epistemic position on anything; each person is merely an idiosyncratic mess of random experiences and pointless prejudices; there is no such thing as “the people.” Obviously, the phrase is primarily a rhetorical device, but if this is true in a substantive sense, then popular consensus is a phantom, and the concept of democracy loses its meaning. Putting things to a popular vote does not result in a consensus opinion, it results in an arbitrary decision chaotically determined by a writhing mass of misinformation and prejudices. It’s literally worse than nothing.

I may be a conceited motherfucker, but I’m not quite arrogant enough to pretend like I have a real answer here. But there’s a line from “People Have the Power” that struck me: the idea that remaking society involves “redeeming the work of fools.” This conception of the ruling class as “fools” cuts against the usual narrative, whereby rulers are hypercompetent master-planners whose problem is that they’re “corrupt.” In fact, rulers are mostly just a particular type of nerd, ambitious but otherwise boring, and for the most part they really do think they’re making the world a better place. The catch is that being embedded in systems of power has a severe distorting effect; what looks good from the inside tends to look pretty fucked up from anywhere else. Their foolishness lies in their inability to understand their own perspectives as limited. Meanwhile, the myth of “the people” is that true goodness lies in the decency of reg’lar folk with no particular hopes or dreams. In fact, the opposite is true: ignorance and myopia are not conducive towards morality; the people we respect from history are the ones who went against the common sentiments of their times.

I really hate to say this, but rich fucks are people, too. They aren’t actually a different species; they are vicious lizards, but so are the rest of us. The structures of oppression were not created by anything outside of humanity; we did it all by ourselves. They’re in our blood. Specifically, oppression is naturally occurring, it’s how people organize themselves by default. Most people will vote in favor of a society that doesn’t work for most people. Fixing this is not as easy as getting rid of the bad influences and going back to the good old days when everything was fine. There were never any good old days; justice is an undiscovered country. A just society will be something new, something that we have to invent, and then build, using the tools we have available right now.

Which brings us to the corresponding ideal of “redemption.” Despite its many, many crimes, our society has created a lot of things which are important to people. Things like amphitheaters where people can see music they care about and transportation systems that can take them there. It’s no good to aim for some kind of ideal revolution while ignoring what makes the world worthwhile in the first place. This is addressed in a couple of the new case/lang/veirs songs. “Down” points out that there’s beauty even in something as banal as driving down the highway. Indeed, there has to be: if the basic experience of day-to-day existence isn’t worth it, then nothing is worth anything; ideals can only exist as instantiated in mundane reality. But this does not license us to ignore the larger issues. “I Want To Be Here” addresses the bifurcation between the things we care about and the practical operation of society, asserting that the grind cannot quell the flame: “surely they can’t ruin everything.” This is true in general, but not in specifics: economics really does kill people; every day is the end of the world for someone. “Being here” may be what we’re truly aiming for, but if just being here were enough, we wouldn’t have to fight.

So the things we care about have to be preserved, but more than that, they have to be redeemed. A concert stage can also be used to distract people, to placate with cheap escapism, or to sell shit, and we really shouldn’t be allowing any of that to happen. But it’s not as easy as just doing the right thing, because we’re in a situation where things have already been organized incorrectly. The right motivations acting within the wrong structure can be just as harmful as explicit evil. We have to maintain the content of society while changing the structure to point in the direction of right things rather than wrong things.

Again, you tell me how this is actually going to work. There shouldn’t be anything impossible about synthesizing expertise and populism while eliminating the ruling class, but relying on “the people” isn’t going to get us there.

Gamed to death

My post about level ups needs an addendum, as there’s a related issue that’s somewhat more practical. That is, it’s an actual threat.

The concept of power growth can be generalized to the concept of accumulation, the difference being that accumulation doesn’t have to refer to anything. When you’re leveling up in a game, it’s generally for a reason, e.g. you need more HP in order to survive an enemy’s attack or something. Even in traditional games, though, this is not always the case. There are many RPGs where you have like twelve different stats and it’s not clear what half of them even do, yet it’s still satisfying to watch them all go up when you level. This leads many players to pursue “stat maxing” even when there’s no practical application for those stats. Thus, we see that the progression aspect of leveling is actually not needed to engage players. It is enough to provide the opportunity for mere accumulation, a.k.a. watching numbers go up. This might sound very close to literally watching paint dry, but the terrible secret of video games is that people actually enjoy it.

The extreme expression of this problem would be a game that consists only of leveling up, that has no actual gameplay but merely provides the player with the opportunity to watch numbers go up and rewards their “effort” with additional opportunities to watch numbers go up. This game, of course, exists; it’s called FarmVille, it’s been immensely popular and influential and has spawned a wide variety of imitators. The terror is real.

Of course, as its very popularity indicates, FarmVille itself is not the problem. In fact, while FarmVille is often taken to be the dark harbinger of the era of smartphone games, its design can be traced directly back to the traditional games that it supposedly supplanted (the worst trait of “hardcore” gamebros is that they refuse to ever look in the damn mirror). Even in action-focused games such as Diablo II or Resident Evil 4, much of the playtime involves running around and clicking on everything in order to accumulate small amounts of currency and items. While this has a purpose, allowing you to purchase new weapons and other items that help you out during the action segments, it doesn’t have to be implemented this way. You could just get the money automatically whenever you defeat an enemy, as you do in most RPGs. But even in RPGs where this happens, there are still treasures and other collectibles littering the environment. This is a ubiquitous design pattern, and it exists for a reason: because running around and picking up vaguely useful junk is fun.

This pattern goes all the way back to the beginning. Super Mario Bros., for example, had coins; they’re one of the defining aspects of what is basically the ur-text of video games. Again, these coins actually did something (they gave you extra lives, eventually. Getting up to 100 coins in the original Super Mario Bros. is actually surprisingly hard), but again again, this isn’t the actual reason they were there. They were added for a specific design reason: to provide players with guidance. Super Mario Bros. was a brand-new type of game when it came out; the designers knew that they had to make things clear in order to prevent players from getting lost. So one of the things they did was add coins at strategic locations to encourage the player to take certain actions and try to get to certain places. And the reason this works is because collecting coins is fun on its own, even before the player figures out that they’re going to need as many extra lives as they can get.

The coins here are positioned to indicate to the player that they're supposed to jump onto the moving platform to proceed.

And there’s something even more fundamental than collectibles, something that was once synonymous with the concept of video games: score. Back in the days of arcade games, getting a high score was presented as the goal of most games. When you were finished playing, the game would ask you to enter your initials, and then show you your place on the scoreboard, hammering in the idea that this was the point of playing. Naturally, since arcade games were designed to not be “completable,” this was a way of adding motivation to the gameplay. But there’s more to it than that. By assigning different point values to different actions, the designers are implicitly telling the player what they’re supposed to be doing. Scoring is inherently an act of valuation.

In Pac-Man, for example, there are two ways you can use the power pellets: you can get the ghosts off your ass for a minute while you try to clear the maze, or you can hunt the ghosts down while they’re vulnerable. Since the latter is worth more points than anything else, the game is telling you that this is the way you’re supposed to be playing. The reason for this, in this case, is that it’s more fun: chasing the ghosts creates an interesting back-and-forth dynamic, while simply traversing the maze is relatively boring. Inversely, old light-gun games like Area 51 or Time Crisis often had hostages that you were penalized for shooting. In a case like this, the game is telling you what not to do; rather than shooting everything indiscriminately, you were meant to be careful and distinguish between potential targets.

So, in summary, the point of “points” or any other “numbers that go up” is to provide an in-game value system. What, then, does this mean for a game like FarmVille, which consists only of points? It means that such a game has no values. It’s nihilistic. It’s essentially the unironic version of Duchamp’s Fountain. The point of Fountain was that the work itself had no traditional artistic merit; it “counted” as art only because it was presented that way. Similarly, FarmVille is not what you’d normally call a “game,” but it’s presented as one, so it is one. The difference, of course, is that Duchamp was making a rather direct negative point. People weren’t supposed to admire Fountain, they were supposed to go fuck themselves. FarmVille, on the other hand, expects people to genuinely enjoy it. Which they do.

And again, the point is that FarmVille is not an aberration; its nihilism is only the most naked expression of the nihilism inherent in the way modern video games are understood. One game that made this point was Progress Quest, a ruthless satire of the type of gameplay epitomized by FarmVille. In Progress Quest, there is literally no gameplay: you run the application and it just automatically starts making numbers go up. It’s a watching paint dry simulator. The catch is that Progress Quest predates FarmVille by several years (art imitates life, first as satire, then as farce); it was not parodying “degraded” smartphone games, but the popular and successful games of its own time, such as EverQuest, which would become a major influence on almost everything within the mainstream gaming sphere. The call is coming from inside the house.

Because the fact that accumulation is “for” something in a game like Diablo II ultimately amounts to no more than it does for FarmVille. You kill monsters so that you can get slightly better equipment and stats, which you then use to kill slightly stronger monsters and get slightly better equipment again, ad nauseum. It’s the same loop, only more spread out and convoluted; it fakes meaning by disguising itself. In this sense, FarmVille, like Fountain, is to be praised for revealing a simple truth that had become clouded by incestuous self-regard.

There is, of course, a real alternative, which is for games to actually have some kind of aesthetic value, and for that to be the motivation for gameplay. This isn’t hard to understand. Nobody reads a book because they get points for each page they turn; indeed, the person who reads a famous book simply “to have read it” is a figure of mockery. We read books because they offer us experiences that matter. There is nothing stopping video games from providing the same thing.

The catch is that doing this requires a realization that the primary audience for games is currently unwilling to make: that completing a goal in a video game is not a real accomplishment. As games have invested heavily in the establishment of arbitrary goals, they have taken their audience down the rabbit hole with them. Today, we are in position where certain people actually think that being good at video games matters, that the conceptualization of games as skill-based challenges is metaphysically significant (just trust me on this one, there’s evidence for it but you really don’t want to see it). As a result, games have done an end-run around the concept of meaning. Rather than condemning Sisyphus to forever pushing his rock based on the idea the meaningless labor is the worst possible fate, we have instead convinced Sisyphus that pushing the rock is meaningful in the traditional sense; he now toils of his own volition, blissfully (I wish I could take credit for this metaphor, but this guy beat me to it).

This is an understandable mistake. As humans, limited beings seeking meaning in the raw physicality of the universe, we’ve become accustomed to looking for signs that distinguish meaningful labor from mere toil. It is far from an unusual mistake to confuse the sign for the destination. But the truth is that any possible goal (money, popularity, plaudits, power) is also something that we’ve made up. The universe itself provides us with nothing. But this realization does not have to stop us: we can insist on meaning without signs, abandon the word without losing the sense. This is the radical statement that Camus was making when he wrote that “we must imagine Sisyphus happy.” He was advising us to reject this fundamental aspect of our orientation towards reality.

We have not followed his advice. On the contrary, games have embraced their own meaninglessness. The most obvious symptom of this is achievements, which have become ubiquitous in all types of games (the fact that they’re actually built-in to Steam is evidence enough). Achievements are anti-goals, empty tokens that encourage players to perform tasks for no reason other than to have performed them. Many are quite explicit about this; they’re things like “ 1000 more times than you would have to do it to complete the game.” Some achievements are better than this, some even point towards interesting things that add to the gameplay experience, but the point is the principle: that players are expected to perform fully arbitrary tasks and to expect nothing else from games. In light of this, it does not matter whether a game is fun or creative or original or visually appealing. No amount of window dressing can counteract the fact that games are fundamentally meaningless.

If you want a picture of the future of games, imagine a human finger clicking a button and a human eye watching a number go up. Forever.


While renouncing games is a justifiable tactical response to the current situation, it’s not a solution. Games are just a symptom. Game designers aren’t villains, they’re just hacks. They’re doing this stuff because it works; the problem is in people.

Accumulation essentially exploits a glitch in human psychology, similar to gambling (many of these games have an explicit gambling component). It compels people to act against their reason. It’s not at all uncommon these days to hear people talk about how they kept playing a game “past the point where it stopped being fun.” I’m not exactly sure what the source of the problem is. Evolution seems unlikely, as pre-civilized humans wouldn’t have had much opportunity for hoarding-type behavior. Also, the use of numbers themselves seems to be significant, which suggests a post-literate affliction. I suppose the best guess for the culprit would probably be capitalism. Certainly, the concept of currency motivates many people to accumulate it for no practical reason.

Anyway, I promised you a threat, so here it is:

“They are told to forget the ‘poor habits’ they learned at previous jobs, one employee recalled. When they ‘hit the wall’ from the unrelenting pace, there is only one solution: ‘Climb the wall,’ others reported. To be the best Amazonians they can be, they should be guided by the leadership principles, 14 rules inscribed on handy laminated cards. When quizzed days later, those with perfect scores earn a virtual award proclaiming, ‘I’m Peculiar’ — the company’s proud phrase for overturning workplace conventions.”

(Okay real talk I actually didn’t remember the bit about the “virtual award.” I started rereading the article for evidence and it was right there in the second paragraph. I’m starting to get suspicious about how easy these assholes are making this for me.)

What’s notable about this is not that Amazon turned out to be the bad guy. We already knew that, both because of the much worse situation of their warehouse workers and because, you know, it’s a corporation in a capitalist society. What’s important is this:

“[Jeff Bezos] created a technological and retail giant by relying on some of the same impulses: eagerness to tell others how to behave; an instinct for bluntness bordering on confrontation; and an overarching confidence in the power of metrics . . .

Amazon is in the vanguard of where technology wants to take the modern office: more nimble and more productive, but harsher and less forgiving.”

What’s happening in avant-garde workplaces like Amazon is the same thing that’s happened in games. The problem with games was that they weren’t providing any real value, and the problem with work in a capitalist society is that most of it is similarly pointless. The solution in games was to fake meaning, and the solution in work is going to be the same thing.

And, just as it did in games, this tactic is going to succeed:

“[M]ore than a few who fled said they later realized they had become addicted to Amazon’s way of working.

‘A lot of people who work there feel this tension: It’s the greatest place I hate to work,’ said John Rossman, a former executive there who published a book, ‘The Amazon Way.’

. . .

Amazon has rules that are part of its daily language and rituals, used in hiring, cited at meetings and quoted in food-truck lines at lunchtime. Some Amazonians say they teach them to their children.

. . .

‘If you’re a good Amazonian, you become an Amabot,’ said one employee, using a term that means you have become at one with the system.

. . .

[I]n its offices, Amazon uses a self-reinforcing set of management, data and psychological tools to spur its tens of thousands of white-collar employees to do more and more.

. . .

‘I was so addicted to wanting to be successful there. For those of us who went to work there, it was like a drug that we could get self-worth from.’”

It’s only once these people burn out and leave that they’re able to look back and realize they were working for nothing. This is exactly the same phenomenon as staying up all night playing some hack RPG because you got sucked in to the leveling mechanism. It’s mechanical addiction to a fake goal.

The fundamental problem here, of course, is that Amazon isn’t actually trying to make anything other than money. A common apologist argument for capitalism is that economic coercion is required to motivate people to produce things, but this is pretty obviously untrue. First, people have been building shit since long before currency came into the picture; more importantly, it’s obvious just from simple everyday observation that people are motivated to try to do a good job when they feel like they’re working on something that matters, and people slack off and cut corners when they know that what they’re doing is actually bullshit. The problem with work in a capitalist society is that people aren’t fools; the reason employees have to be actively “motivated” is because they know that what they’re doing doesn’t merit motivation.

The focus with Amazon has mostly been on that fact that they’re “mean”; the Times contrasts them with companies like Google that entice employees with lavish benefits rather than psychological bullying. But this difference is largely aesthetic; the reason Google offers benefits such as meals and daycare is because it expects its employees to live at their jobs, just as Amazon does.

As always, it’s important to view the system’s cruelest symptoms not as abnormal but as extra-normative behavior. The reason Amazon does what it does is because it can: it has the kind of monitoring technology required to pull this off and its clout commands the kind of devotion from its employees required to get away with it. Amazon is currently on the cutting edge; as information technology becomes more and more anodyne, this will become less and less the case. Consider that Google’s double-edged beneficence is only possible because Google is richer than fuck, consider the kind of cost-cutting horseshit your company pulls, and then consider the kind of cost-cutting horseshit your company would pull if it had Amazon-like levels of resourcefulness and devotion.

So, while publications like the New York Times are useful for getting the sort of “average” ruling-class perspective on the issues of the day, you have to keep the ideological assumptions of this perspective in mind, which in this case is super easy: the Times assumes that Amazon’s goal of maximizing its “productivity” is a valid and even virtuous one (also, did you notice how they claimed that this is happening because “technology wants” it to happen? Classic pure ideology). All of the article’s hand-wringing is merely about whether Amazon’s particular methods are “too harsh” or “unsustainable.” The truth, obviously, is that corporate growth itself is a bad thing because corporate growth means profit growth and profits are by definition the part of the economy getting sucked out by rich fucks instead of actually being used to produce things for people. This goes double for Amazon specifically, which doesn’t contribute any original functionality of its own, but merely supersedes functionalities already being provided by existing companies in a more profitable fashion.

And this is where things get scary. With video games, the only real threat is that, by locking themselves into their Sisyphean feedback loop, games will become hyper-effective at wasting the time of the kind of people who have that kind of time to waste. Tragic, in a sense, but in another sense we’re talking about people who are making a choice and who are consequently reaping what they’ve sown. But the problem with the economy is that when rich fucks play games, the outcome affects everybody. And when those games are designed against meaning, and all of us are obligated to play in order to survive, what we’re growing is a value system, and what we’re harvesting is nihilism. Bad design is a fate worse than death.

In this vein, I strongly recommend that you get a load of this asshole:

“’In the office of the future,’ said Kris Duggan, chief executive of BetterWorks, a Silicon Valley start-up founded in 2013, ‘you will always know what you are doing and how fast you are doing it. I couldn’t imagine living in a world where I’m supposed to guess what’s important, a world filled with meetings, messages, conference rooms, and at the end of the day I don’t know if I delivered anything meaningful.’”

Can you imagine living in a world where values are determined by humans? It’s getting kind of difficult!

When the situation is this fucked, even the New York Times has its moments:

“Mr. Bohra declined to let any of his employees be interviewed. But he said the work was more focused now, which meant smaller teams taking on bigger workloads.”

You know you’re an asshole when the shit you’re pulling is so blatantly horrific that even the “paper of record” is scoring sick burns on you from behind its veil of ersatz objectivity.


The thing is, when it comes to values, “money” in society has the same function as “score” in video games: it’s a heuristic that maps only loosely onto the thing that it’s actually supposed to represent. Ideally, economic growth would represent the actual human-life-improving aspects of a society, and to an extent, it does. Despite everything, most people really are trying to make the world a decent place to live. But a capitalist society is one where “growth” is pursued for its own sake, where spending a million dollars to feed starving children is just as good as spending that money on car decals, or on incrementally faster smartphones, or on weapons.

This is why you need to watch the fuck out any time someone starts talking about “meritocracy.” The problem with “meritocracy” is the same as the problem with “utilitarianism”: you have to actually define “merit” or “utility,” and that’s the entire question in the first place. With utilitarianism this is less of a problem, since it’s more of a philosophical question and this understanding is usually part of the discussion (also, when utilitarianism was first introduced it was a revolutionary new idea in moral philosophy, it’s just that today it tends to be invoked by people who want to pretend like they’ve solved morality when they actually haven’t even started thinking about it). But the meritocracy people are actually trying to get their system implemented; indeed, they often claim that their “meritocracy” already exists.

To be explicit, the word “meritocracy” is internally inconsistent. Claiming that a society should be a “democracy,” for example, establishes a goal: a society’s rulership should be as representative of the popular will as possible (that is, assuming the word “democracy” is being used in good faith, which is rarely the case). But the concept of “merit” requires a goal in order to be meaningful. It’s trivial to say that society should favor the “best,” because the question is precisely: the best at what? The most creative, or the most efficient? The most compassionate, or the most ruthless? Certainly, our current society, including our corporations, is controlled by people who are the best at something, it’s just that that “something” isn’t what most of us want to promote.

The problem isn’t that these people are hiding their motives; they talk big but they aren’t actually that sophisticated, especially when it comes to philosophy. It’s worse: the problem is that they have no goals in the first place. For all their talk of “disruption,” they are in truth blindly following the value system implicitly established by the set of historical conditions they happen to be operating in (see also: Rand, Ayn). This is necessarily the case for anyone who focuses their life on making money, since money doesn’t actually do anything by itself; it means whatever society says it means. This is why rich fucks tend to turn towards philanthropy, or at least politics: as an attempt to salvage meaning from what they’ve done with their lives. But even then, the only thing they know how to do is to focus on reproducing the conditions of their own success. When gazing into the abyss, all they can see is themselves.

Thus far, the great hope of humanity has lain in the fact that our rulers are perpetually incapable of getting their shit together. The problem is that they no longer have to. If nuclear weapons gave them the ability to destroy the world on accident, information technology has given them the ability to destroy values just as accidentally. A blind, retarded beast is still capable of crushing through sheer weight. The reason achievements in games took off isn’t because anyone designed things that way, it’s because fake-goal-focused games appeal to people, they sell. The reason Amazon seems to be trying to design a dystopian workplace isn’t because of evil mastermindery, it’s simply because they have the resources to pursue their antigoal of corporate growth with full abandon. Indeed, what we mean by “dystopia” is not an ineffective society, it’s a society that is maximally effective towards bad ends. And if capitalists are allowed to define our values by omission, if the empty ideal of “meritocracy” is taken as common sense rather than an abdication of responsibility, if arbitrary achievement has replaced actual experience, then the rough beast’s hour has come round at last; it is slouching toward Silicon Valley to be born.