“Play-to-Earn” and Bullshit Jobs
paulbutler.org
paulbutler.org
At some point I had realized that there were different sketchy websites that would buy and sell the in-game currency, gold pieces or GP. It was something like $10 to 1M GP. I could chop enough magic logs in about 4-6 hours to make $10.
I had a breakthrough. What if I wrote a macro to record my cursor and clicks during my route from the 'bank' (where you can deposit any amount of any material) to the nearby respawning magic tree forest?
Weeks went by and I had passive income. Runescape eventually introduced the Grand Exchange, a literal in-game stock market that allowed power users like me to sell much larger quantities of certain items instantly, across all Runescape servers (referred to as Worlds) simultaneously. This required a standardized pricing mechanism, like an order book, where prices of any item would fluctuate based on buy and sell orders.
Suddenly, I now could see a +-10% change on the value of my digital assets, on which my passive income was built.
I could go on; Runescape in fact taught me much about economics. What's extraordinary is selling Runescape gold led me to Bitcoin, and I've watched cryptocurrency for nearly a decade, seeing trends from a MMO propagate throughout the world. It seems human nature to innovate and stagnate, and the more immediate our collective feedback loops, the quicker these cycles are.
Oh and the party hat could just disappear leaving you with a receipt saying you own... something no one can see any more.
Humans are emotional animals, utility is a very poor approximation of value.
Fast forward to today, and my hobby tech project for the past few months has been building a OSRS market-intel website for trading on the Grand Exchange. Great toy market that eliminates a lot of the complexity of “real-world” economics. Funny how outsized that damn game’s influence has been on the world.
> It took a staggering number of real hours to achieve this skill level
* 97 logs (30 minutes)
* 293 oaks (1 hr)
* 714 willows (2.5 hr)
* 19,246 maple (very inefficient compared to willow cutting rate - 60 hour). If you did yews it would be many hundreds of hours.
About 70 hours done inefficiently.
> What if I wrote a macro
Macros were fine but easily detected due to the repeated patterns. Botting in general was the wild west in this game from about 2008 - ~2014. Interesting how botting numbers drastically inflated player counts and engagement and the company Jagex became a private equity darling getting bought and sold several times, its almost like they had an incentive to keep the practice going.
> Economics
Absolutely. I learned devops managing really inefficient gold farms that got free servers from the Azure promotions when Microsoft cloud launched.
There’s a weird, secret history around Runescape botting that I really hope gets told in full one day.
Essentially, the biggest and best botting client from the 2008-2011 era was Powerbot, later rebranded RSBot. It was written and managed mostly by some CS student from the UK, who went by the handle Jacmob, and used some bytecode editing + reflection to bind game objects directly, meaning that it allowed full interactivity with the underlying game, rather than just a simple image recognition and mouse control framework.
During this era, Jagex (makers of Runescape) made some big efforts to combat the botting. They started using obfuscators to make reverse engineering the bytecode harder, and reworked the handling of all String objects internally to mask them. There were more efforts, of varying success, but without fail, this one guy would have the botting client (and by extension, the whole botting ecosystem) back online in a week or so.
Flash forward to 2011, and Jacmob starts teasing something big for his RSBot 4.0 release: a “web-walking” API that would allow script writers to input any two positions on the world map, and have the botting client find them a path there, navigating through buildings, portals, teleports along the way. This was going to be an absolute game changer - script writing required insane attention to detail, trial and error, and tedium to navigate the world map in a slightly-randomized/hard-to-detect way. And yet a week or so before the big release… boom, another big effort comes from Jagex to stop the injection clients: the Great Bot Nuke of 2011.
This was different from the prior attempts by Jagex. Radio silence from Jacmob and the RSBot team, which was weird given the pending release. As the dust settled over the following weeks, it comes out that Jacmob, King of the botting community, has become Mod Jacmob, employee of Jagex, with very little fanfare both then and ever since. RSBot 4.0 was not to be.
Jacmob left the company several years later, but led their efforts through 2014 to combat botting, with great success. There’s very little information publicly available, but I strongly suspect he was using the obvious strategies of looking at probability distributions for click positioning on game objects and delays between certain behaviors to spot automation.
Jagex’s operations have grown much sloppier after his departure, but the scene has never returned to its former glory pre-2011. One nerdy, talented, quiet figure was responsible for so much of the Runescape community’s development - and yet you’d never know it without having been there yourself. Quite a world we live in.
(@Jacmob, if happen to read this - can I interview you pls <3?)
Edit: this is all from memory, I’m probably bungling the details in quite a few places.
One thing that was left out in your summary is how jacmob was hired: Shortly after the Bot Nuke he showed up at the annual convention of Jagex and showed off his (still working) new Bot to the one of the heads of Jagex, who ended up hiring him.
I left out the hiring story because it sounds so apocryphal I was sure I’d made it up or was embellishing my memories. So much niche drama I’d completely forgotten about.
Back in the day I couldn't be bothered to gather the resources myself.
Now I'm the bot, but somehow I'm (sometimes) happier fishing sharks than being IRL...
When I wrote a bot to grind Star Wars Galaxies for me I coded a ton of mistakes into it so it would click on the wrong buttons, miss the buttons completely, just generally do daft stuff. It looked human. Except for the fact it was grinding 24x7. I guess they never checked for that.
There was iBot by Ruler Eric who got sued in Florida court by Jagex, with Jagex winning. iBot started of as a color bot, then eventually completely transformed into byte code editing.
Before Powerbot/RSBot, there was Arga, and before that, Aryan. IIRC Arga was the first bytecode editing bot, and Aryan was just a modified RuneScape client.
There was also a C++ Chinese bot used amongst all the Chinese farmers during the Arga days IIRC. This bot apparently working at the packet level (this is what AutoRune did back in the RSC days) and had super low resource usage. However had access to this bot definitely had a huge leg up to any other offerings.
Scar always existed, the forums exploded with activity inbetween the bot nukes (Aryan dying, etc.). I also remember SRL, and the horrible Pascal that came with it. All the random event solvers (e.g. magic box weren't open source -- they were hidden behind a compiled DLL that shipped with SRL).
Weird history, but I'm still in contact with a lot of people from the scene I've met 10+ years later.
I mined cpuminer cryptocoins on azure free servers about this time. I got banned fast but still made a few 100s of dollars (which is basically a million to a 16 or 17 year old like me).
AutoRune: top-tier -- This was the absolute best RuneScape classic bot but you had to pay $15 a month for an auth code to use it, which is extremely expensive for a school-aged kid. One of its killer features was that you could run the game in headless mode with no graphics so your PC would not be overloaded due to running too many expensive Java applet graphics processes.
If I recall correctly it had its own intuitive scripting language. Some of these scripts were extremely coordinated: you could have several accounts mine ore, another account transfer it, and another account to manage smithing it in an orchestrated fashion.
If you were into player-versus-player, RS Classic had this unintended concept of "having catch" on someone based on your player ID on the server. Essentially if your player ID on the server was lower than your opponent's, then in a fight it would be significantly easier to chase them until they were dead. Catching a player took some well timed clicks and coordination. AutoRune (and the other bots I'll talk about) exposed this player ID to you so you could log out and in until you received a player ID that was sufficiently advantageous enough for you.
Even more scary was that it had an autocatcher that made it effectively impossible for another player to escape you in PVP so that you didn't need to learn the proper catching technique.
There were also free to use but less powerful bots like IT-bot (scriptable with Java) and Runebot (IIRC only allowed you to autotrain).
Fatigue and CAPTCHAs defeated by crowd sourcing with Sleepwalker -- To deter bots, RuneScape implemented a concept called "fatigue" where your character would supposedly get tired after harvesting items or gaining a certain number of experience points and you would be forced to use your sleeping bag to rest. When you rested, you would have to solve a CAPTCHA to wake up. I am still amazed with the level of coordination that happened here: someone built a tool called SleepWalker where you would write CAPTCHAs for other people and gain points. Each point you wrote for someone else became a word that you were allowed to have someone complete a CAPTCHA for you. You were also able to pay money to avoid writing CAPTCHAs yourself, and Sleepwalker was smart enough to integrate with whatever bot you were using. Eventually the more sophisticated bots like AutoRune and IT-bot implemented their own OCR so SleepWalker became something only used by people who couldn't afford OCR, but I'm still amazed by the community coordination here.
Now, these bots interacted with the RuneScape world by sending server side commands so you would never need to actually click on anything in the world to watch your character do things. The problem here is that these methods were comparatively easy to detect so Jagex would periodically ban players caught cheating. This is where SCAR comes in.
SCAR = Shit Compared to AutoRune -- SCAR was a less sophisticated but extremely effective botting tool that relied only on clicking colors. You wrote scripts in Pascal (of all things!) to do the tasks you wanted like mine ore or kill chickens and it did this by clicking predefined pixel colors with the timings you specified. To do it properly, it calibrated your in-game compass to align properly so the pixel clicking would work. It also implemented its own timing and color jitter so that the simulated clicks would appear to be from a human and not a bot. There were also scripts that would handle cases where a mod would message you and ask if you were a bot and it would respond with 'noope im not a bot, gtg bye!'.
All the characters I automated with the API-based bots ended up banned, but I'm pretty sure the one that I used SCAR on never got banned. The clicking approach became extensible when RS Classic became RS2, and I'm sure AutoRune continued into the future too but this is where I became too busy with school to keep up with all this.
Anyway, RuneScape automation is near and dear to my heart and got me started in CS so I love talking about this haha.
I have had a 10 year career now developing software for the biggest companies on the planet, but to this day a lot of the most complex and robust code I've ever written was as a teenager in SCAR. Good memories. Would love to see some wiki history of this written up somewhere.
Discovered staking and scamming at the duel arena. Invented a new scam and made bils. Made a sizeable chunk over a couple years (enough to pay all my bills in college and a LOT of beer money). Got into botting with some friends, made a little money doing that too.
My experience with RS led me to an interest in economics, and I'm now an accounting PhD student about to graduate. My bro got into coding bots, and is now an SWE doing high level work.
I love the game to pieces, and it isn't because I made money playing.
Do you feel any remorse or regret about scamming people out of thousands of dollars? I am a bit surprised that you are bragging about this sort of unethical\illegal behavior on an account directly tied to your real world identity.
In Ultima and Eve various groups kept/keep tabs on the scammers and criminals. In Path of Exile, there is a group called The Forbidden Trove that helps the community reduce the risk of being scammed, along with providing dedicated high-reliability traders to get extra income by showing their reliable non-scammy behavior over a long period of time. These are all interesting interactions and systems that developers could totally short circuit with other design choices, but have chosen not to.
On the other hand, being scammed definitely sucks.
MMO worlds and their economies taught many how the basics of our economy works. As a kid you got exposed to virtual versions of negative aspects of free markets that went against the meritocratic ethos of the game. (Especially if you were one of the kids not permitted to use money to buy virtual currency.)
But I look back now and realize a lot of my foundational knowledge on economics, programming, networking, teamwork, came from MMORPGS. They are social games where you deal with people - and that is a valuable experience.
Unfortunately modern MMO’s are very asocial games and I don’t think much can be learned from them.
Well frankly, that's 4-6 hours of gameplay should never have been in the game in the first place. Players should not feel bored playing your game for that long, certainly not bored enough to pay money to get out of it.
I have no doubt that learning how to exploit these systems was really fun for people, because learning how to exploit systems and build macros and read economic signals and avoid detection from a company is genuinely really interesting, fascinating work. It's just a shame that the only way Runescape could (inadvertently) enable that experience for people was to make a crappy grind process for an even larger portion of their playerbase.
I can't get away from thinking of the experience 58x14 is describing is a failure of game design. 58x14 has fond memories of this because they were playing an entirely different much more exciting hacking game than the crappy grind that Runescape's designers had built and intended for the majority of their playerbase.
And I think that perspective is worth keeping when we look at play-to-earn games. These are boring games, and some people are doing some fun economics stuff on top of them. That doesn't make the core gameplay any less boring though, and the fun economics stuff only works because a lot of other players are having a miserable time with the intended mechanics. I don't like praising a design ethos that says that a nontrivial portion of your players will be bored and will pay someone else to play the game for them.
The difference between now and then is that people had to go to third parties; nowadays the game developer themselves will sell you the skip. Or a chance to gamble at a boost.
Some of these mechanics are "compelling", in a very visceral sense - they compel people to spend time or money, in a way that isn't quite describable as fun. And yet creating an obsession and a goal and providing a way to grind or spend to that goal is popular.
Now that the veneer of such "games" is dropping away to reveal that they've just been casinos all along, the bright side is that society might finally find the gumption to start taking gaming addiction as seriously as gambling addiction.
Sports gambling via apps is getting huge and deregulated and advertised on major TV broadcast networks.
Plus having a single state owned lottery is better than 1000 shady companies competing, and lottery revenues can even be used for state budgets.
There's only two ways to keep players playing: new content and/or grinding mechanics.
Grinding mechanics are way, way easier to create. You can even reuse sprites and just change names - a lv10 tree, a lv50 tree, a lv100 tree. Real content is hard to do, requires imagination, development, testing.
So most open world games will have a high grinding/content ratio. But, as lame as it sounds, some people do like it. I'm guilty of playing a RuneScape-like game for mobile (Ancients Reborn). Things are slow and you need hours and hours to raise skills but, even though it's arguably boring, I find it relaxing. And there's pvp and talking to fellow players to keep it fun. So, in the end, I agree with you it sucks to have a game some players pay to not play it and others have fun cheating it, and it's a cheap design choice, but there are some people find it relaxing to watch a little toon chop down a magic tree.
I've occasionally been tempted to play Idle Champions which seems similar.
It's difficult to quantify what makes a good one, but my favorite is Universal Paperclips.
It's the only game I've ever played where your damage output is most effectively measured by the size of its exponent
(/s)
I'd argue that PvP is a third option. Though that does impose its own requirements to do justice and ensure longevity.
Fishing in Final Fantasy XIV is boring yet strangely relaxing, and in many cases doesn't even require looking at the screen.
We've probably lost some potentially fantastic physicists to MMOs.
We don't all want the same things and people want things we don't want, but this also allows us to trade and have both parties come out ahead from their own perspectives.
So there's always a tension between whether people should even be allowed to want some things or they should be forbidden due to being bad or wasteful in some capacity.
But I do think there's a special kind of irony to be complaining about the BS of someone getting money for moving bits and pixels around in a blog post on the internet frequented by a bunch of people, many of whom move bits and pixels around for a living.
Reuse of content in new context doesn’t have to be a boring clone.
Disney would regularly reuse animations of characters between animated films to save money. It did not necessarily take away from the wrapping content’s best moments or overall entertainment value.
For example dancing reveries and other sequences in Robin Hood used rotoscoping heavily. [1]
There’s no doubt the reuse was cheap but in some ways that allowed the designers to focus on new characters and scenes.
[1] https://www.businessinsider.com/disney-reuses-animation-2015...
To be clear, I don't think that part is lame at all. That part is great. I'm all for relaxing repetitive games.
But I don't think that is what happens for all of the players in a game with pay-to-skip mechanics, and I think when we talk about the positive aspects of a game like Runescape, we're kind of engaging in a little bit of wishful thinking about how universal that experience was for all of its players. If a game is genuinely optimizing for creating a relaxing repetitive experience, then it (and 3rd parties around it) probably shouldn't also be monetizing getting rid of that experience.
Runescape grinding in theory was a relaxing, great experience for some people. I'm very happy for those people, but in practice, enough people obviously hated the grind enough that they were paying for bots. I am less concerned about the people who genuinely enjoyed chopping down trees, and more concerned about the obvious subset of players who were somehow feeling trapped by the game into spending real-world money to avoid something that was obviously unpleasant for them.
Willing theraputic, relaxing, repetitive grind is great. Hard to monetize with microtransactions though, and when I look at the play-to-earn model more broadly, that model literally doesn't work if people enjoy the grind. The only way the money comes into the game is the grind isn't theraputic or relaxing, a nontrivial chunk of the playerbase has to hate that process or else nobody makes money.
The healthy, relaxing, kind of best-case scenario grind you describe is the opposite of what a play-to-earn game designer wants; those designers have a strong incentive not to allow their games to have enjoyable grinding, because the whole point is that they expect the majority of their players to pay money buying resources from other players. That monetization model only works if people aren't enjoying the grind.
You neglected what's by far the funnest and most important and user-retaining aspect of open world MMOs: player-to-player interaction - be it friendly, neutral, or hostile.
The absolute most enjoyable open world MMOs I've played had essentially no content. Players forged their own content in the form of geopolitics, war, economics, and copious communication (propaganda and shittalking, largely). They felt like a completely unplanned, natural simulation of militaristic human societies from hundreds or thousands of years ago. Probably not ideal in real life, but very fun for a game.
I'm convinced the best MMOs to come out over the next 20 years will have very little content and very sparse grinding mechanics. The magic is the emergent game and meta-game that springs forth from the bonding and strife between gargantuan numbers of human agents.
Current open world survival games use grind as a main mechanism for driving emergent game-play and creating player differentiation/conflict, so I don't see it ending completely. Game designers have gotten much better at making grind that isn't actively unfun though.
What MMO was that? This sounds like a MUSH (a kind of text only roleplay server which is a couterpart of the more combat-focused MUDs)
What you pay for is the ability to skip the parts of the game you don't like, so you can focus on the parts of the game you do like. Ideally everyone would like everything you make, but that feels more like a naive way of thinking than to worry about people wanting to skip parts of your game.
As long as "pay to skip" doesn't become "pay to win", I'd say a game is probably fine, overall, if people are enjoying substantial portions of that game, even if they're not enjoying all of it.
The whole point of an MMO is that your character progresses and gets better as they do more things in the game. If you are paying to skip something that makes your character better, your character will be better than if you didn’t pay to skip that.
If what you are skipping is not making your character better, you wouldn’t be doing it in the first place.
MMOs are be definition pay to win. You either pay with time or pay with money.
Examples: FIFA packs, Runescape/MMO gold, League of Legends accounts/boosts (names as well) , Valorant accounts/boosts, CS:GO items (names, accounts and boosts as well), Neopets items and gift boxes, Diablo 3 boosts/accounts, and on and on...
Who are we to judge?
We never have a movie series where people pay extra money to remove scenes. You never go to a restaurant where the owner forces you to eat carrots before you can have your main meal, even though some diners might like carrots. It's basically just games and advertising where we have this model that consumers should either be forced to endure a part of the experience they dislike or that they should pay us money to give them the stuff that they directly do like.
Like, imagine if you were watching a show on Netflix, and you tried to skip a filler episode or fast-forward through a gory section, and Netflix wouldn't let you continue the series until you either watched that content in its entirety or paid them 99 cents.
Star Wars fans keep asking though.
Is most of your real day-to-day life truly "fun" in a game-like sense? Most people would say "no", X hours in a day is a lot of time to be consistently having fun, yet a lot of people would still describe their lives as "rewarding" and therefore worthwhile. In fact, the harder your life is, the more rewarding it can be.
These games aim to be "rewarding" and therefore worthwhile. In many ways, these types of games offer an alternative world and life that's more rewarding than reality. The parallels with real life are direct and intentional: "grinding" is like real work that earns you fungible profit that you can then trade to skip other types of work that you don't like to do. This is a proven loop of reward in reality and it works in games too, being consistently "fun" isn't the only way for a game to satisfy players. I can't speak to Axie Infinity which seems like it's not even well developed to that extent, but for other games in the field these grinds aren't exactly a failure of design, they're effective at constructing a life-like reward system that doesn't solely rely on "fun".
Of course the elephant in the room is that this "reward" is artificial, hence the whole article about this being a bullshit job. I personally avoid these types of games (basically all MMOs) for this reason and I don't see how web3 makes any of it better. But I find it hard to criticize it objectively. I think real life is bullshit anyway, so the cheap imitation of life that these games offer isn't always completely worse. I can see why many people willingly buy into it.
The whole MMO and Freemium space is a bit grim if you ask me since you are essentially manipulating the feelings of players with no worthwhile rewards.
I think this is why I have gravitated heavily to board games. You meet up once a week or so. Play against real humans. No grind. And they can help sharpen your thinking.
It's only artificial in a sense that it's one level deeper than our current economy (and is smaller and subject to the whims of the developers), but in the grand scheme of the universe our current economy is just as artificial.
I don't doubt that some people are enjoying this, and I think that's great; meditative games are fine. But I've never played a meditative game and been tempted to pay real money to turn it off.
I think there's a little bit of wishful, optimistic projection about player intention that happens during these conversations, because if everyone playing the games felt the way you describe, then the monetization model wouldn't work.
We have games that have chores in them (Animal Crossing springs to mind). And we have repetitive games. And we have MMOs where people like to grind. None of that is a failure of design. But what you notice is that in the best instances of these games where people actually like the grind, they pay money to play the game, not to stop playing it. When a player is earning $10 every 4-6 hours by automating chopping logs, that's a sign that some of your playerbase isn't enjoying what's happening to them. They're sending the clearest possible economic signal they can that the grind isn't a positive or rewarding experience for them.
We can talk about the people who do enjoy the grind or get something out of it, but I feel like we're all kind of lying to ourselves if we say that's the primary experience happening with the vast majority of players. Games wouldn't make money from microtransactions unless a nontrivial portion of their playerbase thought it was valuable to skip gameplay. You won't make very much money giving players ways to skip gameplay unless you're confident that a nontrivial portion of your playerbase won't find that gameplay rewarding.
For them, personally. There's a good deal of microtransactions where the person spending the money still wants everyone else to have to grind for it. MMO's tend to breed a lot of prestige-seeking behavior.
I'm not sure that having a system that's unpleasant for a portion of the playerbase and letting people pay to pretend that they've gone through it is all that better.
I've commented to the same effect elsewhere, but public prestige systems that can be paid to be bypassed are sort of self-defeating. They only work if a very small portion of the playerbase is cheating, which... I still don't think it's good design to set up gameplay incentives or monetization around a minority of the playerbase pretending to the majority of the other players that they've legitimately earned something.
Unfortunately, in the scope of Runescape, this misses the point in a big way. Runescape has a robust economy where every action can be measured in gold and experience per hour (when played efficiently). Someone might be buying magic logs for gold because cutting them down is a poor choice for them from an opportunity cost perspective (i.e. they can make more gold per hour via other activities their character has access to).
Zooming out, the system is actually incredible if you get a chance to analyze it a bit more. For the hardest of the hardcore players, there's a resource called CrystalMathLabs[0] that shows exactly how much time and gold it costs to max your character. And the devs are constantly optimizing new content around these "max efficiency" rates.
I don't think this holds up when real-world money enters the equation. I don't think this can be accurately descriped as player optimization or class specialization if people are paying real money to skip it.
> they can make more gold per hour via other activities their character has access to
If this was actually true, no real-world money would be entering the system, because all of the players would be making enough gold in-game via those other activities to pay for the logs. If they're being forced to spend real-world money, then the other activities they're engaged with are not giving them enough gold to sustainably fund themselves in-game.
The problem isn't having an in-game economy, in-game economies are great. The problem is people paying to get rid of gameplay. People who do that are signaling very clearly that they believe there is monetary value in removing a section of gameplay from the game. Designers should pay attention to that signal.
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I don't doubt that there are people legitimately having fun playing Runecraft. But it can't be everyone, or else people would not pay $10 to remove less than a day's worth of grind.
There are a ton of problems bundled up in this sentence, but I'm not sure I have time to unpack all of them.
But this is not an attitude that I think a game designer should ever have. I don't think we should be building experiences that boil down to teaching players that spending money is the equivalent of overcoming a challenge, I think players should be extremely suspicious of any game or experience that has that attitude towards challenge. Spending money is not the same thing as achieving something or earning a reward, I think it's really bad for us to encourage that kind of equivalency in a player's mind.
Meh, it's a free country and games like Runescape are a known quantity that players can choose. I would say that if you want to change minds then make your case, but clearly you don't have the time to do that.
You could look at the existence of these games as a triumph of capitalism. We have raised productivity to such heights that the real world does not provide enough grind to sate the need for reward, so people literally invent fictional realities to create more opportunities for grinding your way to a reward.
What is missing here is purpose. The reward could be more than just meaningless progress in the game. For example, why couldn’t you have a game were the grind is designing tailored-for-one phone cases, which then get printed and shipped in the real world. People could be ordering an NFT-backed guaranteed unique phone case, and many people would be willing to pay real money for that.
That these games have a grind that amounts to meaningless work disconnected to physical reality seems like a failure of imagination and a waste of opportunity.
It’s not sort of like PoW, it is basically exactly the same. People play games for fun, but they also play for status. Status, like Bitcoin, has a hard supply cap so there is no limit to the amount of energy that individuals might expend in pursuit of it.
I've mentioned this elsewhere, but if people can pay money to skip something, then I don't think doing it is a public/social achievement. At best, it's a personal achievement, which could hold value for some people. But you're not really signaling anything publicly by going through a grind if someone else can pay to skip it.
This is also why I'm kind of skeptical of NFT games as being about "earning" something in-game, or about showing off status. Why should anyone care about or respect someone for having an asset in a game that can just be bought?
And is that something our society encourages? Are we rooting for prestigious schools to offer more pay-to-enter mechanisms like that, do we have a contingent of teachers arguing that this is the future of schooling? Or do a lot of people get really mad about those bribery scandals, and do those prestigious schools actually loose a small amount of social prestige in the public eye whenever a new scandal comes out?
People aren't happy with Harvard when they engage in nepotism, no one goes around calling that a bold new innovative model for college admissions.
Of course, paying money or hacking your way through an experience doesn't rob other people of the intrinsic personal achievement of doing something hard, and it doesn't mean their experience was less meaningful. But common shortcuts certainly make all of these achievements less valuable as a social signal, which is something that NFT-based games claim that they can provide.
In your earlier comment you write:
> it lets you show off to other players because they know how much time you had to spend
But no, it doesn't, because those other players don't know if you legitimately got the achievement/asset, they have no idea how much time you spent on it. If you personally find it rewarding to get that asset then great, but in a play-to-earn game or a game with tradable NFT assets, most of the achievements that are publicly displayed by players won't have been earned, so you're not really socially/publicly showing off anything to other players unless you're also adding a text box underneath them saying "don't worry, I did actually earn this."
> [that] gameplay should never have been in the game
How many millions of hours of 'pointless' content are uploaded weekly that people watch? No one is forced to play this game, or to pay for it. Why should it not exist? If game developers create something that people play, is that not a success from their perspective?
This quickly becomes a philosophical conversation. As others mentioned, how much of life is the boring, grind-y parts? How many of us on HN find clever ways to circumvent, augment, automate the grind? Is it immoral to create profitable, addictive systems of human engagement? Does 'good' game design have a quantifiable definition?
Millions of hours of pointless content gets uploaded to Youtube, but if people choose to watch it, fine. That's a conversation about edification and people choosing to waste their own time. What we have here instead is a system where people are signaling with real money that the experience is unpleasant for them. We're not talking about deciding what's best for people against their will or forcing art to have emotional/intellectual value, we're talking about building an experience that's monetized around players openly signaling that they dislike what we're doing to them.
Not that the deeper conversation you bring up about addiction or "junk-food" stimulation doesn't have value, but I think exploiting pay-to-skip mechanics is a more obvious form of exploitation that's just on another level of harmful. The comparison here isn't giving people junk food or hooking them on useless Youtube videos -- the comparison is the ads that roll in front of those videos. It's giving someone a meal and putting something gross in it, and then forcing them to pay you to remove it or to pick it out themselves. It's taking something that people want, and then breaking it or obscuring it, making it so cumbersome to get at that valuable core that the act of playing the game is no longer satisfying to the player.
The other day I visited the local pinball joint and the old EM game I was playing got stuck counting up the 3000 point bonus during gameplay. I cradled the ball on the right flipper, thinking "hmm, how interesting!" One of the staff came over and apoplectically remarked "If you don't continue play I am going to have to turn the game off", and when I did as instructed, showed great distress at how I had managed to roll over the score and accumulate two free credits, but also appreciated that he had gotten a bit closer to the mysterious issue of the game repeatedly ending up with 9 credits.
I see the impact of NFTs as a pendulum swing towards "item value in context", which has no particular relationship to time or even defined scarcity, but would instead favor broad reusability across numerous contexts. P2E is just the early mimicry every new model has to go through before getting to the good parts, in the same way that early console games took a few years to start relaxing the constraints of arcades in earnest.
I think a much more likely early candidate for interesting NFT gaming will be small collectable games, derived from the procedural arts scene. Scarcity sets individual prices within a collectables market, but the value of the collection as a whole is determined by other modes of context. There's no need to squeeze or stretch the gameplay loop or make it addictive or insert monetizing gates; every instance can be exactly designed to be "ideal" on its own. Instead the game has to cater to speculative interests, which is a whole other set of trade-offs and can even favor characteristic flaws. For some reason I have not yet seen the "pay to lose" NFT game, but to me it seems blindingly obvious that being able to lose in an interesting way will command speculative interest.
If you're designing a free to play game and want to make money from it, this is not just good, it's a design goal -- as long as the developer is the one making the real world money.
Clash of Clans perfected this model over 10 years ago:
From a business perspective, you're allowing for engagement despite different time valuations by player personas. The savvy game designer would not only encourage this, it would develop a way to capture a portion of the proceeds.
But you're just kidding yourself if you say that's the primary thing going on here. If people enjoyed the grind, they wouldn't pay to remove it. The difference between grinding in a game like Castlevania and grinding in a game like Runescape is that there's not a Castlevania real-world monetary economy based entirely around shortening the game.
We can't really seriously say that everyone playing Runescape enjoyed the grind if there was enough demand for gameplay automation to make botting a reliable income source.
The things that people are willing to spend money on in games are usually interesting for people for the exact reason that those things are scarce. So it is, from my experience, all about showing off.
Saying this as someone who exploited a lot of games and made some large passive income from that, "back in the days". I'd say 95% of -- "end-customers" (as opposed to resellers which you need if you move a lot,) bought stuff just to show off.
So if those things were readily available and didn't require grinding, people wouldn't desire them. It's almost a bit of a paradox, I guess.
Those fleeting moments where you have a temporary advantage gained without malfeasance but with pure cunning and skill (or cleverness if we’re being bold), those are the happiest times in my life.
Finding the little edges where things just don’t quite add up, shining a light on them, and wielding them as your own; that’s the stuff from which real hackers are made.
Sure, you achieve it by being clever, and theoretically you report your finding to creators and don't abuse your position of power, but thats not what usually happened.
Behavior like this is the core reason why I don't play online games of any type anymore - the idea of proper fun looks distantly different to this constant 'finding metagame' for which I have less polite names. Plus its a waste of life and ones talents but thats another topic.
That said a successful game like this will always have a non-trivial part of the player base willing to pay to skip parts of the game. They want the success now not later and aren’t willing to work for it. Even if the journey is actually fun. Most games take this quite seriously though and work against gold farming and cheating as it ruins the experience they set out to make.
Where it becomes evil is when you set out to make it horrible intentionally so a bigger part of the player base has to pay to remove it and continue playing.
This was addressed brilliantly in a South Park episode, “Freemium Isn’t Free.” In it, a character, Stan, blows a ton of money advancing a by-design boring game. The game is revealed to be a sham to bleed players of cash. It likens addicted gamers to alcoholics. This mock commercial appears in the ep:
I can’t stop myself from reading this as an argument about the real world :) The grinding pricess certainly gets boring sometimes so we begin hacking a more exciting game on top of it for sure ;)
Being a programmer I wrote a script that used two different teleport skills (lifestone and portal recall I think?) and a bit of movement and clicking based on pixel (Color) matching to deal with latency, tweaking it over time, and started printing in game money. I would come home from work to a backpack full of D notes (unit of currency I adapted my script to convert).
Then I would sell these D notes on eBay. Did this for a few months. First month I made over 7k USD (I shit you not). 2nd month about 3.5k, maybe 1k third month, so basically the market collapsed and I moved on (to other fun exploits… once you’ve been bitten by the exploit bug…).
In retrospect I regret it.
I’m a total hypocrite saying this, but I think this sort of crap has ruined MMOs, and gotten far more advanced and efficient over the years.
The fun I had in AC before I started doing this stuff is something I wish more people could experience, but I suspect has been lost.
Once you start allowing (or failing to prevent) real world transactions from altering the play of the game, which is really hard to do while still allowing any sort of item/money transfer between players, some subset of the player base will view their effort as devalued. Some other part of the player base will be delighted that while they don't necessarily have the time to put into the game, they can still get help progressing. There are of course the fringes of those that devote themselves to supporting this market or exploiting the market to support their power fantasies (which of course include flexing that power on other players).
There are valid uses for that market though, such as those aforementioned players that don't have time but would like to not be stuck for inordinate amounts of time at certain power levels. Basically, the same reason some games have difficulty levels. Some people want the challenge, others just want to experience the game.
> In retrospect I regret it.
It's sort of like allowing yourself to use a cheat in a game the first time through. If you take away a significant portion of the challenge when that's one of the things you're there for, the game can become much less fun. Other times, it just becomes a game within a game where you're playing market trader or whatever, which is fun while money/resources are still scarce, but then less fun after they aren't because of your wealth, and then you return to the main game to find it's less fun too.
In some cases advanced is debatable . Chinese prisoners forced to farm wow gold...
https://blogs.scientificamerican.com/observations/chinese-pr...
I think that Bitcoin and Ethereum tie a lot of things together that make them weaker but are great technological achievements. Eventually governments will regulate them properly and the whole environmental impact needs at least a layer two solution.
The macro client even had a captcha queue where other miners could earn credits by filling out the captchas other players were getting and then use the credits to have other people fill out their captcha. This way you could leave it running all night as long as you did your part . You would get a captcha if you did the same thing for too long
I stopped using PayPal for... a number of reasons, and BTC was a functional alternative.
https://news.ycombinator.com/item?id=11730181
I wrote a bot for The Sims Online that manufactured Simoleons, then repurposed it to catalog and describe objects in the game for you with a speech synthesizer. TSO had some ham-fisted money making multi player games that forced players to interact with each other in exchange for Simoleons.
One of them was a maze solving game for two players, where one player is lost in the maze and can see the local walls around them, and the other player can see an overall map of the maze without the player's position, and has to guide them around and figure out where they are and how to guide them out by asking them what they see and telling them which direction to move.
That required a lot of work for two people to do manually, so there was a big reward, but it was trivial and fun to solve mazes programmatically! (Plus it made cool bleeping and kaching sounds as it solved the mazes and printed money!)
I would run two TSO clients at the same time, logged into different accounts in different windows. The bot attached to both of them, then screen scraped pixels and injected events to repeatedly solve mazes by moving the player around until it identified where they were, solving for the shortest path, and bringing them straight home quickly by machine-gun clicking on the arrow buttons.
My housemate had a good eBay reputation, so as an experiment, we tried selling Simoleons on eBay for real currency via PayPal.
I could generate arbitrarily huge amount of virtual currency quite quickly. The bottleneck was selling it, and the problem was customer service.
The problem was that many of the customers were pouty temperamental 15-year-olds using their parent's eBay accounts, who would give scathing eBay reviews if their order wasn't delivered instantly, or they suffered some imagined slight.
And the other problem was that TSO just wasn't designed to make it easy to transfer large amounts of Simoleons from player to player.
You couldn't just "wire" somebody an arbitrary amount of cash via in-game email -- you had to show up on their lot and meet them at a specific real time, and suspiciously hand it over to them $1000 at a time.
There was another better way to transfer cash more efficiently than handing it over grand by grand, and that was with tip jars: You could fill a tip jar with $5000 using the pie menu with a couple of mouse clicks, and then the user could empty it the same way.
So when I had to deliver our first million Simoleons, I came up with a system where I'd go to the lot of the customer and meet them, then ask them to line up a bunch of tip jars in a row. I would then use bot macros to fill each tip jar one by one with $5000, while the customer would quickly empty them as I filled them up, and then we'd go back to the beginning of the row and start all over again, until we'd transferred the entire million Simoleons, in only 200 $5000 hand=>jar=>hand transactions instead of 1000 $1000 hand=>hand transactions.
One time when we were making a big delivery of cash, running the gauntlet of tip jars in our customer's living room (which I admit looked pretty fishy), and their housemate came home, saw what was happening, and wisely sussed up the situation that there was some kind of deal going down, that she wanted in on.
So she put her own tip jar down at the end of her housemate's row of tip jars, and I blithely deposited $5000 into her tip jar several times, which she immediately snapped up.
When I realized what happened, instead of contracting The Sims Mafia to do a hit on her, I congratulated her for her loose morals and ingenuity. It was such a great hack, and I totally fell for it, and had more Simoleons than I knew what to do with anyway. It's all about good customer service!
It was a fun experiment, but other bots and offshore farmers were starting to work the system too, and customer service and delivery problems made it not worth continuing.
So the unemployed Sims bot wouldn't feel bored, I retrained it into a more practical assistive utility called "Simplifier", which knew how to recognize and navigate the Sims user interface to show, scroll through, and enumerate all the many items, wallpapers, floor tiles, etc, in the catalog.
Simplifier demo starts at 3:15: https://youtu.be/Imu1v3GecB8?t=3m15s
It took snapshots of the icons, and read the text off the screen to capture the title, price and description (it was all in a bitmap Comic Sans font, so it was easy for a bot to recognize, if not for your eyes to read), and made a searchable illustrated database of all your built-in and downloaded content.
Simplifier addressed the problem that many players would download thousands of objects from web sites, or make their own custom objects with tools like Transmogrifier and RugOMatic (shown earlier in the demo video), but it was impossible to search or keep track of them through The Sims interface.
And it was useful for Sims web site publishers to make illustrated catalogs of their own objects.
You could also operate it in manual mode, where you press and hold on an icon in the catalog, and it reads the object description to you with a speech synthesizer.
That was useful for kids learning to read, old farts with bad eyesight, and snobby designers who hate Comic Sans, who would enjoy having the object descriptions read to them.
Schneier on Security: Virtual Mafia in Online Worlds:
https://www.schneier.com/blog/archives/2009/11/virtual_mafia...
Randy Farmer and Bryce Glass: Building Web Reputation Systems: The Dollhouse Mafia, or "Don't Display Negative Karma"
http://buildingreputation.com/writings/2009/10/the_dollhouse...
[laughs in agility]
Anyway I agree with Runescape teaching some real world skills. Runescape (and some other multiplayer games) also taught me about scams and I think trained me to be skeptical whenever something seems too good to be true. For a really basic example, that opportunity to double your BTC that Elon Musk is always offering his followers is literally the gp doubling scam, the most common Runescape scam from 2 decades ago.
Isn't this kind of thing illegal with real assets?
Long ago there was an MMO called Ultima Online. At one point gold on there reached the point that it was more expensive than the Italian lira. This was in a kooky time in 1999 when everything was at a peak. Here's the old article.
The NYT just wasn't having it.
THE WAY WE LIVE NOW THE NEW ECONOMY Money for Nothing A new breed of Internet profiteers is spinning virtual gold into hard currency. By JOHN COOK
Fixer-upper w/moat: The real market for imaginary property in Ultima is booming. enjamin Schriefer and Michael Gmeinwieser make money the new-fashioned way: they sell stuff that doesn't exist. And their customers, who pay them in cold, hard cash, don't mind one bit.
https://archive.nytimes.com/www.nytimes.com/library/magazine...
I knew someone at the time who bought a brand new sports car with all the money they made off Ultima Online.
I honestly miss the game, had a blast playing it back in the day.
> "I happily played World of Warcraft during 2007–2010, but one day Blizzard removed the damage component from my beloved warlock’s Siphon Life spell.
> I cried myself to sleep, and on that day I realized what horrors centralized services can bring. I soon decided to quit."
— Vitalik Buterin, Creator of Ethereum
I do this a lot because I've made the conscious (and perhaps financially foolish) choice to stay away from everything crypto/blockchain related (for now, at least). So I have some perspective in being able to ask myself "Why is this interesting?" without any emotional-financial attachment. I do this little exercise every time I read about some new brain-twisting scheme to move money around and capture some of the XX%/month rise.
Play-to-earn seems to fit the same mold: You can talk all you want about how play-to-earn is "the new new" and how it's helping people out of poverty and changing the dymanics of gaming and yadda yadda yadda. But just ask yourself: If the money music stopped tomorrow, would you play the game?
Is there a "there" there without an underlying token that's gone up XX% in the last N months and everyone hopes will still go up XX% in the next N months?
It sounds like the answer, at least when it comes to Axie Infinity, is no. It doesn't sound fun. It doesn't sound compelling. It DOES sound like an opportunity for people to extract money from the crypto system that's fundamentally based on the assumption that the crypto system will continue rising in value forever.
Alternatively, even simpler: where is the money coming from? A bunch of people playing a game are a closed system, and no value is created by playing the game. If the only reason why players are earning money from this game is because more people are continually buying into the game and entering that system, that sounds more like a pyramid scheme than anything.
A cryptocurrency without users putting in "new" money will slowly bleed out through electricity costs. This will become even more "fun" in the future as all coins will eventually be mined and the ginormous electricity bill will need to be paid through transaction fees alone. This is one of the main reasons Proof-of-Stake is getting so much research btw, since it should use way less electricity.
(The above is true for most currencies btw, even dollars and euros bleed out money because they have to pay mints and central bankers. The difference with those is that there will always be demand for (say) dollars because US citizens MUST pay their taxes in dollars. If they don't, a number of measures up to and including prison can be taken against them. Bitcoin has no such backstop since nobody ever NEEDS a bitcoin to pay off someone. Ransomware is a rare exception)
Countries are very protective of their cash flows.
The price of gold or land or BTC can go UP or Down, but that depends on market demand of that asset. The nice thing about owning the farm is that even if the value of land goes down you can still sell your vegetables or eat them to stay alive.
Why imagine? Both of these things can be purchased in the real world. And yet we see that some people purchase farmland, and others purchase bars of gold. Why is that?
Turns out, people called economists have been pondering such questions for hundreds of years and have developed quite sophisticated and nuanced theories about how humans create, assign, and transact value.
Anyways, thanks for the lesson on “cashflow” but you might want to pick up an economics textbook, you might learn something.
https://www.economist.com/economic-and-financial-indicators/...
Crypto technologies are interesting to me because of their great potential for good (defi) and bad (dystopian black mirror gold farms, dyson sphere fueling crpto mine, etc).
Pretty sure a sizable portion of Bitcoin holders understand and know that. They don't hold Bitcoin as a form of bespoke investment to be exchanged for money at some point in the future. They hold it because they believe it is sound and incorruptible money.
And as long as they (not any additional people!) continue to believe that, it will hold value.
It is to be seen if they are right or wrong, but they know how cash flow works.
The gold supply is inflating at about the same rate as bitcoin right now, but has enough incoming cash flows to keep the priced propped up enough to maintain a $10 trillion market cap. Obviously some of that incoming cash flow is for actually generative industrial use cases, but it's a minority, https://www.statista.com/statistics/299609/gold-demand-by-in.... The lion's share of incoming money flow is for jewelry, long term savings/investment, and central bank holdings, and you could argue that most of the jewelry use case only exists because it's a good store of value, since we can easily make jewelry that looks as pretty for much cheaper than the real thing.
So, since most of the cashflows into gold are just people holding long term with the expectation that there will still be people wanting to buy it for investment purposes in the future, and this scheme has worked incredibly well for 5000 years, why couldn't the same be true of bitcoin?
However, is there any reason the network couldn't decide to, say, subdivide Satoshis even further to allow the remaining supply to become more tradeable? If the changes are slow enough over time it doesn't seem like there's a limit to how far that could go.
Bitcoin won't necessarily have the same problem, because it's an information protocol. Protocols can be updated and improved. Even if the main chain ossifies and can't be improved, bitcoin tokens are already being moved to alternative blockchains (sidechains) via 2 way pegs.
In some ways this was the extra profits banks made off illegal activities but that was largely held within the bank, not available to normies.
Few outside people get rich off the mafia.
Bitcoin is in contrast a pure fiat currency with very weak backing. Nobody has a need for it which can’t be satisfied at least as well by alternatives and it requires a very expensive always-on network to perform transactions. The floor is zero and liquidity is a very real concern.
Have you ever tried to send more than $5k, $10k or $20k before? You basically can't with your bank without having to go through a bunch of hurdles or time delays. I can easily do that with bitcoin.
Legit, real need for it that can't be satisfied with alternatives.
In addition the bank is often closed on weekends, and doesn't service you into the night. My bank site "shuts down" at night. Sorry, but my ability to use my money isn't limiting by your waking hours.
That is, of course, the flip side of that convenience: if you ever make a mistake with your Bitcoin wallet, it's gone with no recourse. Good luck!
I also dont know what bank you have but I can operate it any day through my app.
And your ability to use your "money" is still limited to having access to some wallet application, internet connection, your keys and chain fees.
Yup, I pay 0 to wire money, but I have fees for blockchains.
After that it was a matter of uploading the form and getting confirmation in a couple days, which I'm gladly willing to accept for peace of mind when it comes to large transfers.
> In addition the bank is often closed on weekends, and doesn't service you into the night. My bank site "shuts down" at night. Sorry, but my ability to use my money isn't limiting by your waking hours.
Odd, banking apps are open 24/7 here and if it's an in-bank transfer it's instantaneous.
Pay a third party like Venmo, Square, etc a fee, or use my banks (also horribly designed and bad UX system) to send the money slower than watching paint dry. I'd rather pay the Bitcoin Miners that fee than a third party or even by bank.
Don't forget giving them cash or a check, or a credit card, as billions of people do every day. Fees are a fair point but that's purely a cost and timeliness question: Bitcoin historically has been slower and more expensive but it certainly could be useful as a competitor to horrible companies like Paypal if it can keep the costs down and transaction times low, not to mention scaling the system by 7+ orders of magnitude.
The catch, of course, is that this is not the path to world domination which features prominently in the sales pitch. That caps the maximum value at the percentage Visa, Paypal, etc. charge and if Bitcoin ever matured into serious competition, the credit card companies have plenty of margin to cut.
Bitcoin has intrinsic value outside of the fiat system. It can be used entirely independent of fiat. Whether that will become common is another matter, but the value of Bitcoin does not have to depend solely on it's value relative to USD.
There are however miners using nearly free sources of electricity such as flared gas wells, solar, etc... If Tesla accepts Bitcoin/Doge for solar panels then you may have a system independent of fiat.
I'm just saying it's possible, not that I think it will necessarily happen. Like I mentioned I think BTC's value relative to USD will increase over time due to fiat's inflationary nature (Fed is targeting 2-3% inflation).
This is true, but then you have a bunch of costly mining ASICs sitting idle. The bitcoin network does not pay miners out of the goodness of its heart but because it needs a very high hash rate to defend against double spend attacks. Guess what those unused ASICs might be very effective at? A prolonged fall in mining power caused by a falling BTC price is a death sentence for bitcoin as it would lead to massive attacks by opportunists renting hashing power to double spend their coins. You can already see this in many smaller coins.
> nearly free sources of electricity such as flared gas wells, solar, etc
Those may be cheaper than regular power, but they are not free. Taking solar as an example, you need to invest capital to buy the solar panels and they have a finite lifespan. Cost divided by lifespan gives you the running cost in $/year. Similar things are true for flared gas wells; you still need to capture the energy somehow and generators are not free.
> If Tesla accepts Bitcoin/Doge for solar panels then you may have a system independent of fiat.
This just moves the problem by one degree of separation. Unless Tesla can buy solar panels for bitcoin, they will need to sell crypto for fiat to buy their inputs. This goes all the way down the supply chain down to the real-world miners who dig up the ores for the solar panels and even they will need to pay their taxes, which you cannot do in bitcoin.
> I think BTC's value relative to USD will increase over time due to fiat's inflationary nature (Fed is targeting 2-3% inflation).
Perhaps. I suppose that this will depend on how much the maintenance costs in electricity and miner ASIC replacement costs as a percentage of total bitcoin market cap per year. If these costs are higher than 2-3% per year, bitcoin will see a net outflow of fiat as running costs and can only rise in price if new users continuously flow in (and of course, only ~7 billion potential users exist).
Also, it might be interesting to read up on why central banks universally target a low but nonzero inflation. There is a ton of established theory about why this is desirable and none of it is based on "let's screw taxpayers". Throwing that away will basically guarantee that crypto will never be very useful to pay your bills with.
In the 2018 bear market, BTC lost 82% of its market value peak-to-trough. Double spend attacks by dark ASICs didn't become a factor then. So most likely you'd have to see BTC fall by 95% or more before this became a threat.
Unless more countries follow El Salvador's example, and accept cryptocurrencies as legal tender. If El Salvador hadn't banned metals mining in 2017, you could the guys digging up ores with BTC today.
The beauty of the design lies in the balance of the incentives -- if electricity is too expensive, then sure miners will drop out, which lowers the hashrate and thus the security of the ecosystem, but remember that if electricity is expensive for honest miners than it will also be expensive for attackers. And if somehow there is an asymmetry where attackers have access to cheaper electricity than other honest miners, well it's likely in their economic interest to simply become miners themselves rather than attackers...
Bitcoin can easily exist at a minimal survival level that is effectively outside the fiat system for all practical intents and purposes, by leeching off free or near-zero cost electricity (I mean, nobody cares about the electricity bill for "folding@home"). In that kind of mode, it may not have industrial scale and you might not want to transact trillions of fiat-dollars worth of value through it, but it can easily exist.
The same holds for, say, transactions in US dollars. Here, you also pay your bank or your credit card company.
I'm not saying this is a bad thing by any means, in some ways it is a good thing. Just stating that it exists.
Not really, because even though the number of Bitcoins is limited, the number of cryptocurrencies is not. In any application that uses Bitcoin, you can substitute Litecoin, Dogecoin, or most other altcoins/shitcoins in existence, and there would be zero difference.
In fact, Bitcoin's only advantage over those coins is extrinsic--it has more longevity, better brand recognition, and a lot of large players interested in making it seem (relatively) legitimate.
Contrast this to when people talk about gold having an intrinsic value, as you can't just replace gold with silver or copper when e.g. manufacturing electronics.
There will only ever be a single dominant SHA-2 PoW cryptocurrency, because mining power can be expended on only a single chain. Doesn’t matter how many new genesis blocks are minted, this is a natural monopoly and Bitcoin clearly is the monopolist.
So for all intents and purposes, Bitcoin is an unstable investment product.
Ultimately you are depending on another human who is actually doing work. This is why the credit theory of money is so appealing.
Money has value indirectly because someone obligated himself to give you value equal to the money created. When you add up debts and credits then you end up with nothing because money is just an agreement and not a commodity.
But more to the point, when I said "intrinsic value" I meant value relative to goods/services. Where as when I used "extrinsic value" I meant relative to other "money" such as fiat. Maybe it was a poor choice of words.
This is incoherent. It's hard to refute this because it's not even on the right page.
Demand for Bitcoin comes from demand for money (to transact, to store wealth, etc.).
It sounds like you're trying to model it using some idea of how equity pricing works - is that accurate?
It doesn't matter if the fed prints money or not BTC needs a constant infusion of new investment to keep the price up. Unlike a company with positive cash flow who could buyback shares and never get any new investors and still keep the price up.
Indeed. What may be missing from your model is that demand for BTC comes not just from people buying it, but from people holding it.
> BTC needs a constant infusion of new investment to keep the price up.
No it doesn't. Why do you say this? Where the market clears has essentially nothing to do with "new investment".
How do you think BTC miners pay for the graphics cards and electricity? NVIDIA doesn't take BTC as a form of payment. So money is constantly leaving the BTC network to pay for electricity and graphics cards. The only way that happens is if money is also coming into the BTC network
Miners need to sell BTC to cover their operating costs, so there's constant sell pressure. To maintain the same price, you need equivalent buy pressure. Hence the need for "a constant infusion of new investment".
We can estimate 300k transactions per day, which implies about $150 revenue per transaction. Miner revenue is your cost: it is what they extract from the Bitcoin system.
One Bitcoin transaction costs on the order of $150. It's really expensive.
The value provided by a database such as BTC is that it provides a record of 'who owns what at what point of time in history'. I can argue separately about why the 'immutability' of this database itself is a value created by Bitcoin, for which holders can be willing to pay premium for.
Miners earn profit if Operating Costs > $ value of (Transaction Fees + BTC mined). Over a long enough timeline, Fees + BTC mined will ~~ operating costs of the rig. If not, more miners will continue to see economic opportunity, and keep joining the miner pool till that equation is balanced.
The other source of BTC value going up need not be more demand for it, let's say over next 12 months. The ~6% inflation could show up there too.
What am I missing?
Citation needed.
(I don’t see why this should be true at all. If anything I’d intuitively think the opposite: If gold were $1MM/oz I don’t think people would be using it to buy groceries… Unless you’re directly talking about hyperinflation where $1MM isn’t worth a loaf of bread any more.)
So, my question is, is fiat currency cashflow positive? How?
The problem with Bitcoin is that if it goes up in value the additional time spent mining is ultimately a waste of time.
Because it turns out every crypto market is a negative-sum game. If you invest, you are guaranteed to lose on average. If you do happen to win, your gains are coming out of the pocket of someone else who lost even more.
The price of the token in question doesn't enter into this at all. It can rise, fall, anything. It is still a negative-sum game, but some people have not yet realised that they lost.
And some people have not lost at all. As a lifelong poker player, the calculus is very much the same. A poker game where rake is taken out is a negative-sum game. But that doesn't mean that every player loses, even if they play forever. There will be more net losses than net wins, but these are not evenly distributed.
There's a reason we regulate or ban that.
In reality, you're going to lose money.
[Citation needed]
You can't just hand wave and assume this to be true. If the world's major investors decide that crypto represents a store of value, then that's a positive-sum game for crypto. If stablecoins transacted on smart contract chains generate demand for Ethereum to pay for the network transaction fees, then that's a positive-sum game for crypto. If new enterprises start raising capital through DeFi and DAOs instead of traditional capital markets, that's a positive-sum game.
It is a negative-sum game, no matter how hard you wished it were not.
This single fact destroys most arguments about almost anything, but especially in economics
The news business was destroyed in the process, just as the retail and once the establishment lost its ground the money began poring in. From 90's up to late 2000's the internet was amazing as everything was paid by people who were about to reap their investment back a decade later.
My point is, following the money is tricky. Maybe we are at the verge of another change where the costs are payed by crypto bros who will be splitting countries and starting wars once they are done growing the landscape.
I don’t think this is very mysterious. It’s coming from investors who are spending money in the expectation of future profits as the business scales and reaches greater efficiencies and increases monetization.
In the case of this cryptocurrency there’s no obvious point where these tokens suddenly become useful. People only buy them because somebody else will be willing to buy them later (which, of course, relies on ever-increasing amounts of money entering the system). With a stock you are at least theoretically anchored to real world value, since you can buy out a company with stocks and then liquidate the company’s assets.
The stocks are more opaque in that regard, they are required to publish some declaration and financial disclosure but explaining why you need to invest in that company stock often comes down to CEO's appearing in the press. Countless internet ventures died in the process.
The thing I like about Dogecoin is that it's at least honest: it's not selling itself as anything more than a token with a price that will go up if more people buy it.
But they were visibly creating value. Seeing what my friends are up to and organising parties together is pleasant. Being able to find what you want on the internet in 1 second rather than 30 minutes is an obvious improvement to your life. So even if they weren't profitable in the short term, you could see that there was legitimate money to be made.
In the case of BTC, it's pretty clear that a huge portion of the market cap didn't come from anywhere. It's new capital. That doesn't mean it can't go to 0 and vanish overnight. But it does mean that play to earn games don't always need money coming in to pay out.
The BTC system does not create money - you can follow the creation of a coin system to its eventual destruction and discover that exactly the same amount of fiat went into it as came out (less mining). In fact, at any moment in time, the same also holds! If you buy $100 of BTC, somebody somewhere has just sold $100 BTC. No money is ever created or destroyed. Of course (if you were a lunatic), you could get a loan to buy BTC, and so money would be created, but by the banking system, not BTC, and it would go straight to whoever you bought BTC from.
As soon as people decide they don't want to put money in, then no money can come out. You will know this because the 'price' of BTC will be zero.
Also, lots of people take loans to buy BTC. This is called "leverage".
Since BTC is intrinsically worthless, any 'price' that might be ascribed to it is meaningless (aside from the profit/loss action described above).
By the way his argument is that any absolute value ascribed to a currency is arbitrary or rather that there is no correct number.
Even the supposed utility of BTC - as a money transfer mechanism - does not require the price to be anything other that not zero.
It comes up whenever I make a point similar to yours above, and I haven’t had a good answer for it
Unfortunately the other side has a good response to this - if the dollar value of buybacks+dividends exceeds the dollar value of IPO's, then you end up with the same problem that Bitcoin is in, where it's a net loss system. That seems to be the case[0]. This is not a well known fact.
Ultimately this comes down to the fact that we don't have a stable velocity of dollars, and an unstable velocity that results in more dollars chasing less more goods produces speculative bubbles that must eventually crash and create recessions.
All investments, including all currency, whether it be stocks or gold or bitcoin or dollars, is inherently valueless. The only time you can calculate the value is when you actually are extracting utility. You can then work back from that to determine who produced that value.
[0, Figure 5/Figure 8]: https://www.yardeni.com/pub/buybackdiv.pdf
And do be so quick, there's always another issue to simplify! Can we get base 12? Can we get a carbon tax? A land value tax? Voting reform? I can go on all day here...
Of course speculation muddies the waters, but you can see how important annual accounts etc are - to ensure the business really has the value it is being ascribed.
To be exact in this scenario, the 'price' of BTC will still be the price of the last trade in cryto exchanges. The trading volume however, will be 0, and there will no demand on the bid/ask. Hence you're stuck with BTC you can't offload.
Some of the anti-bitcoin crowd tried to make the term "Nakomoto Scheme" a thing, and clearly failed. The basic idea is that things like Axie Infinity have some of the aspects of a ponzi scheme, without the central organization and coordination that makes an actual ponzi scheme illegal. While there isn't a central operator paying out old investors with new investors money, anyone currently invested can only cash out if new people join. This begins to look a bit like a decentralized ponzi, with everyone currently invested in it motivated to evangelize it and convert new people in order to ensure the fresh supply of new buyers to keep the price up and/or let them cash out.
To play the devil's advocate: many crypto developers continue to build in the space (or have done it in the past) despite large drawdowns in token prices (denominated in USD). Would that constitute a sufficient signal that "there is something real there", distinct from the question of "is the valuation too high"?
This might just as well be an "emperor's new clothes" situation, in which a significant number of people are either deluded in thinking there is something of value or heavily invested in making others believe so. Neither of which means there is actually anything "real" there.
Shared delusions are a thing.
The USD might fall the same way, but it'd be slower and would require real-world change to happen instead of people just deciding not to use something anymore, and it's so tied up in the global currency exchange that we'd have way bigger problems to worry about than "my investment account lost all it's money". I'm pretty risk averse so I get that other people would want to play that game, I'm just not much of a gambler.
Ethereum seems slightly better than Bitcoin for the reasons you stated as well - ETH could drop to almost zero value and smart contracts would still be cool, but ultimately I'm into the tech. Feels a lot like having a lot of reddit karma to me - it's cool to the people that think it's cool, but doesn't mean much outside of that, unless you can convince someone that does think it's cool to take your fake assets and trade them for "real" assets.
Sure, my fear is that my average peer won't be though. Even if I can see the technical merits...if all my peers are just in it for that quick buck this is going to end badly
Sustainability: The entire eco-system is not sustainable at all. The game's revenue model is dependent not on the size of the user base but on the pace of user growth. The majority of their players are "scholars" and are being paid to play the game. They've effectively turned their users into liabilities rather than assets, and Axies themselves and SLP are caught in an inflationary spiral.
If you look at official communications the founders themselves have essentially written off the existing "1.0" version of the game and are promising people that the land-based gameplay and "Battles v2" are going to fix everything.
We analyzed the major issues with their future plans here: https://naavik.co/business-breakdowns/axie-infinity/#whats-n...
There's several problems with Battles v2:
- Their stated plan (as of the report) is to feed more users into the crypto version of the game, which doesn't fix the unsustainable treadmill
- Their original plan was to get Battles v2 onto iOS, Android, and Steam, but many of those platforms have cracked down on Crypto games lately and Axie could have a hard time getting approved for release in App stores
There's even more problems with land-based gameplay:
- There is a finite amount of land
- Land grants resource bonuses and the ability to deploy user-generated minigames
- If you don't have land you will have to pay a landlord to access its benefits
- Land goes for extremely high prices (and will thus have very high rents)
This is an extremely puzzling model for a User Generated Content platform. Land speculators will buy all the land and charge rent to the people who actually want to create value. There is no limitation to the number of "slots" available for publishing on Steam or app stores. Given that I have to make an experience that will only run on Axie's platform, why would I invest the time to do that just to pay rent to a virtual middle-man for the privilege of creating value for Sky Mavis?
Basically, they're headed for a land shortage / housing crisis, which is something we've also observed in the 30 year history of MMO's. Anytime you have a game with true "land like assets" you get these shortages and perverse incentives, with scalpers hoarding productive assets they can use as leverage, and it leads to a sort of recession. It has eerie parallels to the real-world housing crisis we're living through right now!
https://www.gamedeveloper.com/business/digital-real-estate-a...
Sky Mavis could realize this and try to change things so that there's a lot of communal land available, or just make more land on demand, or any number of other things. But they're caught in a trap. They promised all these land investors that new land wouldn't be created and that land would be this excellent investment that lets them collect value from all the people building on Axie in the future, kind of like snapping up domain names in the early days of the internet. So, Sky Mavis has to choose between opening the doors for landless peasants, or protecting the land values of landed aristocrats. Either choice will cause problems for them.
I use this yard stick when reviewing all of my tech investments. Providing real value with interesting technological innovations is why ETH outperformed every other alt-coin, just like why Amazon and Google survived the dotcom bust. It seems fundamentally unfair to ask this question specifically of “crypto/NFT/web-3” when it applies equally to all assets and projects.
About 7% today, and most likely going to 10%+ post-merge. That makes the yield on Ethereum significantly higher than the majority of stocks in developed markets.
In this sense, Ethereum's yields are more like a stock buyback than a stock dividend. To transact on-chain, end-users and traders have to pay ETH to validators. To acquire ETH they have to bid on it using fiat. ETH issuance to stakers isn't inflationary, because its counter-balanced by end-user demand to transact on-chain.
Just the same, as a stock buyback doesn't involve any direct payout of fiat currency to existing shareholders. But it takes the revenue generated by the underlying company, and translates that into a deflationary bid to the stock.
There are hundreds of ways for that answer to be yes, and this is what is attracting so many builders to the space and why it builds so fast.
Many crypto enthusiasts and the skeptics that surround them are looking at linear bets. Put in X capital, receive X+Y% of capital back, or lose X-Y%. Although very popular approach, it is basically the tip of the iceberg of what's going on.
You can start with no capital and earn the crypto. You can earn lots of it. The price of what you earn can stay flat. The price of what you earn can decrease and you still come out ahead, because you are earning a lot. Not different than earning shares at a FAANG (or NAAAM these days?), except in crypto the earning is is waaaay faster than FAANG vesting periods, and every project has waaaay more upside without wasting decades of your life praying for exit liquidity at a private startup.
So the basis of your question is really project dependent. If I found a way to earn Axie SLP, NFTs, or Axie tokens fast, I wouldn't care about the exchange rate of any of those (unless the dilution outpaced the point of earning) and I think you - and many others - are missing that.
A lot of people stand up smart contract products that accept existing assets as deposit, and take a few basis points of the assets upon deposit or withdrawal, and thats the whole business model. They all do different things thats usually solving an interest or need for the people with the other assets. Completely passive income. I've even seen code that will accept an asset, take the cut, and immediately exchange the cut for a stablevalue asset, all initiated and paid for by the user that made the deposit.
There are many non-linear earning opportunities in this space. Many rival what the largest tech companies offer, even if the exchange rates of the things earned stayed flat. So the calculus is pretty clear: smugly exploit yourself for an ad conglomerate, or directly earn and build in this other even faster moving economy.
If a stock goes down in value and it still pays a dividend it becomes more valuable for this. Setting that aside all stocks have a not very senior claim on assets. As the stock goes down sometimes it is worth less than the assets it has a claim to. At that point its better to buy up a controlling interest and sell the assets. Thats what private equity does. So yes I am interested when the value goes down.
I have been involved in crypto since the beginning and the least interesting things for me is about the value. It's just a savings account. All the fun stuff is what we build on top of that.
But I've lived myself, what the author mentions as a "way to lift people out of poverty.", from the era before NFT or "play to earn" games existed.
I come from Venezuela, a full 3rd world country and I was "lucky" to play an MMO (lineage 2) during my young days and somehow I was good at it, i invested so many hours on it and managed to get into top tier guilds and worlds 1st event, and somehow, my character and my items were worth thousands of dollars in the market, and suddenly i went from being a 14 y.o boy sitting in pc, to bringing more money in 1 week to my family, than my entire family together for 1 year.
I could understand that, while all other people on the game were playing for fun, it became my job, a job that actually got me and my family out of poverty...
At the time (2007) there were a lot of chinese "farmers", and people used to make fun of them, not only fun but the rest of the players were blantantly denigrating towards them, at 1st I didnt understand but once that I became a non-chinese farmer, I realized how It was a really good thing to do.
Eventually I started botting, I bought more PCs and had a full army of bots, I kept making more and more money, and it helped me and my family leave the country and pretty much bought a house, a car and paid my family expenses for like 4 years out of lineage 2 adena farming.
Also, scripting the bots pretty much got me to learn programming and english, so what I am now it's pretty much the result of some guy from chicago offering me 20$ in paypal for an item i had in my inventory that i got it while killing a monster, it all started there, that litle forbidden transaction in an MMO, changed my life completely
So, even tho it was like a job for me, I never saw it like a job, even tho it gave me a lot of money, i never got into the game as a way to get money, i was just a young kid trying to have some fun..
But now, I get really sad everytime I see those ponzi NFT games, that only sell the idea of getting rich, and I get even more sad when I see tons of venezuelan youngsters fall for it, honestly, they are just playing with their desperation.
Considering the Red Scare rhetoric in the West about Venezuela I’d say it is solidly second world.
Esos de ahorita son diferente, parece hasta macabro. Dan "becas" para que otros "jueguen" y ganen por ellos prometiendoles una parte de la ganancia, eso si, siempre y cuando el nft no caiga.
De vez en cuando conocidos me preguntan que si es bueno entrar en esos juegos nft a todos les digo que ni locos se metan ahi, da mas plata y es mas estable sembrar.
Er, yes. All those players are paying about $1000 to get into the game and then grinding away to get Smooth Love Potion tokens. This is the SLP price graph.[1] Down 92% since the peak. A lot of suckers lost big. Many of them poor people in the Philippines, where Axie is big.
Axie is frantically trying to obfuscate this with a second token, PR, claims of new revenue sources, etc. It's not working. In the end, it's a classic Ponzi scheme, and it collapsed after only a few months.
[1] https://coinmarketcap.com/currencies/smooth-love-potion/
The only reason why their tokens have value is that you need those tokens to earn more tokens.
I wonder how long it takes to earn back the initial entry fee?
Definitely not the oldest..?
[1] https://leveldash.com/how-much-to-start-playing-axie-infinit...
I was shocked to see A16z recently investing $150M in Axie Infinity and doubling down on their justification of play-to-earn as a coherent concept, as if it's not fundamentally a pyramid scheme. It's lowered my expectation of what passes for thought leadership in our industry.
A16z's goal is to make money, lots of it. Shouldn't confuse its purpose by giving it other goals.
Their reputation doesn't come from being moral. It comes from being able to make lots of money, and if this allows them to make lots of money, their reputation (as a VC) would only grow.
HN is play-to-earn. Except all you earn is worthless non-exchangeable karma.
some games manage to do this - EVE Online has a play-to-earn model, and those who grind to earn become gameplay elements for other players (the whole game is PVP non-consensually).
I think you look at it the wrong way:
For me that "karma" counter on the profile only roughly signals someones worth here: it might either be because they've been helping others for a long time or it might be because of tactical posting of a few interesting stories ahead if everyone else or even just grinding by trying out a couple of (non spam) stories a day or something.
The real value of HN comes from what I have learned over the years, and for many others from the business opportunities they have found as well.
Bonus: I think the only real value of those stupid internet points is to look at threads and see which ones are getting upvoted or downvoted.
If they are upvoted it signals that people found them useful.
If nothing happens that either means the comment was seen by others as correct but not very interesting or few people read it because discussion moved elsewhere.
If they get downvoted then either they:
- said something mean
- was wrong
- said something widely believed to be wrong
- wrote in a way that made people misunderstand your otherwise correct explanation
- you poked a wasps nest, saying something correct that angered many easily angered individuals.
In fact I think we could (not should) remove the accumulated scores from profiles and not lose much of value (though I think many glances profiles sometimes to get a feel for who the person they talk to are).
Sometimes I wish I didn't have any scruples so I could mint money from misery like this
Less sarcastically: cheap money effectively lowers the cost of risk, thus increasing the number of risky investments made. And Axie seems like less of a risky investment than Yo was, at least.
A great example of this is tax departments at large companies that look for tax avoidance strategies. On one hand, these strategies can save companies many millions of dollars, but on the other, they really produce nothing of value and are just a product of the complexities of a (human designed) tax system. Lots of regulatory compliance work also goes into this bucket. I wouldn't say all of it, because there are definitely regulations that do actually make companies safer/more transparent/etc., but anyone who has had to fill out a page after page after page "security questionnaire" knows at least half of it is bullshit that nobody is going to read in the first place. Sometimes I've been tempted to just add "Mickey Mouse" answers just to check if anyone sees it. Writing something that nobody ever reads seems like it's hard to believe that's anything else except bullshit.
Businesses that spend less money on taxes can spend more money on expenses, such as payroll and higher quality materials and land, or it can allow them to sell products/services at a lower price, providing a competitive advantage.
But they are a product of a human designed tax system, which may or may not be bullshit. There is no single clear, correct way to implement taxes.
Tax collection and tax compliance does create value, but spending time specifically figuring out how to pay as little taxes as possible creates no value. It see likely that some level of bullshit jobs are an unavoidable side-effects of value producing activities. The interesting part of the idea comes from thinking about how we can structure those value producing activities to minimize the bullshit side-effects and thus increase economic efficiency.
Taxes are an area with a lot of low hanging fruit, unfortunately Intuit and other tax prep companies spend a lot of money lobbying to maximizing the bullshit jobs side effects of taxation because it makes them more money.
only if you believe that taxes paid is automatic value added to society.
> pay as little taxes as possible creates no value
it doesn't create value, it retains value for those who created it.
If you do believe that government can create value, then it easily follows that paying / collecting taxes can create value. There is no need to assume that taxes always provide value or that all parts of government create value (since that would also be a extremely fringe view.)
> it doesn't create value, it retains value for those who created it.
Yes, at the cost of higher taxes on others who created value or a reduced revenue for the government.
If you believe the goverent needs less revenue, then lower taxes. The "bullshit jobs" are created when you have a complex set of rules and loopholes that incentives wasting manpower to find ways to dodge paying taxes. We would be better off just having lower tax rates and less effort wasted dodging taxes.
There is a statistics page that shows this on its.gov, but I am on mobile and it is too much work to find it.
The tax compliance and tax avoidance jobs should be understood to be part of one of these schemes. Either they're low-level enforcers in the government's heavy-handed tax-based system of control; or else they're co-conspirators in the influence-buying grift.
The "influence-buying grift" jobs are usually classed as bullshit anyways, so that source of the complexity doesn't change the assessment.
There are potentially valid policy goals served by various tax incentives, but it is still worth considering if there are different tax incentives or other regulatory approaches that would create fewer bullshit jobs. With the political problems of raising taxes, government often choose to offload the costs of policy goals onto the public via creating bullshit jobs that cost more overall but avoid the need for tax increases.
Governmental spending is a loan (to society) repaid thru taxes.
Call taxes an interest payment if that makes you feel better.
Taking advantage of your roth, 401k, homestead exemption, writing off losses, etc… absolutely provides value to the tax payer. The value is literally more money for the tax payer who can now further participate in the economy.
The accounting industry employs loads of people. Is that not “value?”
But it's zero-sum - every dollar they gained was a dollar taken out of the public purse. And worse, hours of human labour were spent on this moving around rather than something productive.
Tax benefits are (notionally) intended to be positive sum, but that can only happen to the extent that they change actual behaviour. If I put more into a pension fund because it's tax-advantaged, that's (theoretically) win-win - I get more to spend in the long term, the government reduces the risk of having to support a penniless future me. Similarly if I buy a bicycle through the cycle to work scheme, that (on average) reduces the government's medical costs. But claiming a tax writeoff for something I was doing already is zero-sum, and changing my corporate structure so that it pays less tax while doing economically equivalent things is likely to be negative-sum (because the new structure will likely have (marginally) lower real-world productivity - otherwise I'd be doing it that way already).
> The accounting industry employs loads of people. Is that not “value?”
No, quite the opposite - it's taking those people away from things that are real-world productive. Sometimes the costs of accounting might be outweighed by the benefits (e.g. giving companies information they need to make business judgements, or exposing fraud earlier). But often they're not.
I argue that the increase in savings and therefore money spent participating in the economy is inherently valueable.
In addition companies are less likely to fail, and can continue to generate value. Individuals have a bigger safety net and can be more productive for society. You already touched on the fact that government has reduced burden for social services.
Government tax revenue can be poorly allocated and wasteful.
The accountants provide a valuable service navigating the complex tax laws. This allows me to outsource the work and spend more time being “productive” for society.
A great example is Tesla. They may not have survived without the billions in tax credits they received. Lots of people believe they generate tremendous value for society.
> In addition companies are less likely to fail, and can continue to generate value. Individuals have a bigger safety net and can be more productive for society. You already touched on the fact that government has reduced burden for social services.
It's zero-sum though - you've increased individuals' savings but reduced public funds (which can be spent in the economy through e.g. public infrastructure, and/or used to provide a safety net, probably in a more efficient way since the risks are pooled).
> Government tax revenue can be poorly allocated and wasteful.
Sure. So can individual or corporate wealth. Even if you think the tax rate is too high, the most efficient solution would be to change the tax rate, not add a bunch of loopholes.
> The accountants provide a valuable service navigating the complex tax laws.
The argument is that that complexity is largely bullshit.
> A great example is Tesla. They may not have survived without the billions in tax credits they received. Lots of people believe they generate tremendous value for society.
Corporate tax avoidance means the government has less money from which to offer that kind of targeted tax credit.
My (unprofessional) opinion is that the messy tax structure is there by design, and not the result of incompetence or oversight.
I think there are plenty of far more “BS” jobs out there than book keepers. Companies wouldn’t be able to function without them.
> let’s just talk about reducing your tax burden as much as possible
For the purposes of the discussion, it is irrelevant if the overall tax burden should be raised or lowered. Given any target level of tax burden, it is inefficient to meet that tax burden by requiring large amounts of regulatory compliance by tax payers. If you can make tax rules simpler and easier to comply with, then you reduce the amount of bullshit work.
> The accounting industry employs loads of people. Is that not “value"?
Some of it is, some of it isn't. Simply providing jobs alone doesn't always produce value. If so, we could always grow the economy by paying people to dig holes and fill them back in.
Before you say “that’s messed up! Legislators shouldn’t do that!” Think for a second how anyone would possibly win an election and retain their power without that tool. I guarantee you couldn’t do it.
I’m all for simplifying our tax code but it’s not as simple as “this is all BS and those who make the rules are dumb.”
If it's legislators serving the interests of their constituents directly and thus get re-elected, that is one thing. However often legislators make these decisions to serve corporate lobbyists (such as Intuit's) and are working against the interests of their constituents so they can raise money from corporate doners to get reelected. This is why the IRS has been prevented from offering any sane method of filing personal taxes and wastes unmeasured amounts of tax payer time, effort and money every year.
> it’s not as simple as “this is all BS and those who make the rules are dumb.”
I didn't say that at all. Optimal taxation strategies are hard, but we haven't really tried to fix taxation in decades, meanwhile the length of the tax code has ballooned to several times what it used to be.
I actually think we’ve found some common ground here. It’s pretty wack that corporate interests can create detrimental effects on society. But realize that corporations are ALSO the representatives constituents! I wish the world didn’t work this way, but it does.
So since societal governance works this way, I’m sticking to my guns and still argue that accounting departments provide actual value.
Does that actually happen? Small businesses, sure. My cousin's restaurant directly ploughs that money back into the business.
But it seems large corporations mostly do executive bonuses and stock buybacks.
I guess my pendant comes down to my objection over treating all "business" as the same, morally and economically. As though megacorps are same as my cousin's restaurant, my uncle's farm.
Whereas I favor excessive generosity for small and young businesses (and farmers), anything less than levying repeated radical cashectomies against large firms is a moral disaster and economic selfown.
But isn’t this basically every job that doesn’t directly support a human need (like food, clothing, shelter)? Just arbitrarily working to meet some other human’s desires?
In order to process request X, we need pieces of information A, B, C, D. Users frequently send in incomplete information. So we have to hire someone to check that all the required information is provided and accurate.
Yeah, it's kind of bullshit because it wouldn't be needed if people just did the right thing, but people are people, and they don't. In some cases it can be replaced with a web form with proper validation, but sometimes the information is something you can't verify with Javascript (like checking for a valid driver's license or something), so you need a human. So it goes.
I'm talking about when someone, specifically a gatekeeper, creates what is basically a little tedious maze for you to run, not for their own pleasure, not even for someone else's pleasure, but often just to justify their own job, usually in a "CYA" fashion.
Test plans, migration plans, operations guides, etc…
Most will never be read by another human being. They exist only because they “have to”.
It’s soul-crushing “work”.
Of course, in the real world, we understand that theoretical economic efficiency isn't quite as attainable as the real efficiency that is made possible with price signalling. Demand is a fickle and complex beast that eludes the best intentions of the best central planners. But, as contrasted to that theoretical efficiency, a price-signalled economy involves some waste and costs. This is fine / acceptable as long as we appreciate that it permits a larger system that is better than the alternative.
We ended up sitting at the nickel slots, playing just enough to stay busy so we could flag down cocktail waitresses for comped drinks. If you were economical enough with your slots play, not selecting multiple lines or multipliers, it was a cheap way to drink.
Pretty quickly, it occurred to me that I was doing a bullshit job. Why had I come to Vegas to feed a machine that wasn't even entertaining me? I felt like livestock.
Eventually, I cracked to the peer pressure of my buddies and decided to play poker with them. I won about $700 as someone who had played maybe twice before in my life, but that's another story...
Interestingly, one of the friends I was with was one of the first people I ever met to make money selling virtual goods. As a high school kid in 2001 or 2002 (well before the Second Life example the author cites in 2005), he made money selling Diablo II accounts he had beefed up in his spare time.
One of my fraternity brothers paid for a vacation in Europe and a digital camcorder from selling Diablo characters, leveled up via macros, on Ebay. This was also in ~2001-2003.
And then since crypto is bad we just pay people with regular money instead.
Also maybe have them sign a contract for working fixed hours and/or completing a project in X time. So you know, the project actually gets done.
These classes represented a small part of most societies in the past, though not always that small. In any case, it's obvious that whatever needs these jobs serve are cultural. Don't underestimate culture. Money is a cultural construct. Power. Politics. Macroeconomics. Etc.
That's what's going on here.
In any case, I suspect Graeber would have advised asking them. The grinders in manilla. The currency buyers, traders, etc. Cultural reasons are hard to extract from their cultural context without resorting to essentialism.
There are differences between a game where money comes from grinding, even if 3rd party and outsourced, and a pay-to-play currency. I suspect the people participating in that economy have a narrative, and that it makes some sort of internal sense. That's culture.
A way to hack someone else's brain and turn them into a slave zombie.
But I guess a lot of "real" culture is basically trying to do something similar: religions, corporate cults, schools, etc. Those are maybe only superficially less grotesque.
He gives the example of how a lot of people wrote to him about how useless hairdressers were, since people could just style their own hair. But, to Graeber, these are very much real jobs, because it's easy to see what was exchanged for payment (hair service.) Whether it was worth the money is a different question.
Clergy, in the middle ages, wouldn't be so much a bullshit job, but might be a privileged caste. The servants of the clergy, according to Graeber, are not bullshit jobs, because like the hairdresser, they are doing something for someone (presumably.) Doing laundry or bringing tea or whatever we are imagining they are serving as servants.
I believe in the book, he resigns to include the concept of "different types" of bullshit jobs, since most people seem to be unable to stick to his original definition.
The canonical bullshit job to Graeber would be someone in a large administrative bureaucracy. This is tied, in his original essay, to examining the statistics of increase in jobs in different sectors, cross-referenced with data about the growth in the productivity of a single worker. He shows that while manufacturing and service jobs have remained steady, "administrative" jobs have increased in proportion with productivity, which he says demonstrates the "bullshit job" as purely a way of having more administrators sitting around in meetings while the same number of people do actual stuff.
Bullshit jobs described as such by the worker was a very big part of his definition. I think the definition has to drift, since an anthropologist won't typically want to impose a typology.
In any case, if medieval monks themselves considered monkery bullshit... there are snug places in Graebers' typology for them. In fact, I believe an average monastery could man every type of bullshit job category. It would depend on whether or not they themselves believe in the monastic institutions... and I would not necessarily assume that they did.
> how useless hairdressers were
Graeber's notion of "caring work" -- in contrast to "service work", "knowledge work", etc -- really changed my worldview about labor.
> canonical bullshit job to Graeber would be someone in a large administrative bureaucracy
My own archetype is healthcare accounting in the USA. Like "prescription benefits management". Hits all 5 categories of bullshit.
What's going on here is people doing work knowing it's actual bullshit. Just like grinding in the game. There are entire sweeps of the economy dedicated to this kind of work and it's a huge waste.
You're really misinformed. Monks have been producing goods like wine, cheese, keeping society's records for centuries, or even being involved in woodwork or construction work, providing useful services to their communities. What does it have to do with "bullshit jobs"? Nothing.
Your comment sounds like a gratuitous provocation.
Honestly it seems like a pretty great career -- you get to spend your time indoors, probably somewhere climate controlled with electricity and restrooms. This is way better than the workhouse.
Whoever is buying these things as a collector is basically donating their wealth to others, like a kind of privatized welfare. If people are buying these things as a speculative investment, they're participating in a private lottery. That all seems … fine?
With automation coming for most jobs, we can either live in a low to no work Utopia or a hypercapitalist hell. Given recent trends, my money is on hypercapitalist hell.
I'm not sure id consider those basic, either. A toddler couldn't do any of them
Now if it's pure, unfun grind that only pushes numbers around in an MMO then I'd agree it's basically just outsourced cheating. And a net negative both because it compromises a social form of entertainment and doesn't produce anything else of tangible value.
Who decides what work, "needs to be done"? I suppose you could argue that activities that create the necessities needed to survive (food, shelter, clothing), "need to be done", but everything else is simply a matter of choice. Economic output is a subjective, contrived metric.
Gold farming is, at least, based on the premise that there are people who are willing to pay other people money to perform repetitive actions in a video game for them. It's still kind of dumb and it has harmful effects on in-game economies, but at least there's some semblance of money being exchanged for goods and services.
"Play to earn", on the other hand, is based on the premise of cutting out the middleman and having the game developer just straight-up hand players money (or something money-equivalent) for playing their game. How this is even supposed to work from an economic standpoint is a question that I've never seen adequately answered.
> These “economic opportunities” are essentially a wealth transfer from new players to established ones. Gameplay requires the purchase of three Axies, which currently cost in the hundreds of US dollars each. Players who buy in treat this as an investment, since it’s a necessary buy-in in order to work in the game.
It sounds more like a Ponzi scheme in a Gold farming disguise to me.
I'm very familiar with Gold farming from Eve Online, where selling game currency (ISK) was permitted via exchange of game time cards sold by the game's developer. There was always a secondary market for game time cards sold for real money and that was legal too. The reason it all worked is because playing the game was really fun, but required to grind to get ISK. People with more money than time would prefer to buy themselves new spaceships to get blown up in than grind for them.
It really sounds though like Axie Infinity is not a fun game and no one treats it as one. So it is something new.
> it’s hard to find any reviews on Axie Infinity as a game rather than as an income stream or speculative investment
I would agree with this if the primary income stream came directly from the increase in value of Axies as the game attracted more users. From my understanding, the income comes from acquiring and selling in-game currency rather than from the Axies themselves.
Is this a bullshit job? Maybe. Ponzi scheme? I don't think so.
If people are working this bullshit job, it means that this bullshit job is better than their alternatives. I'm not convinced the existence of these kinds of games is a net-negative.
however price of smooth love potion has been on a downtrend according to the chart https://www.coingecko.com/en/coins/smooth-love-potion
the hype is over, and players are mainly selling every tokens they earned whether from the game or through transaction
It's just a Ponzi scheme.
Imagine you could go to a prison and get paid to break rocks all day for money whenever you want. OK, sure, the people doing it are doing it because they need it. But would you call the person running such an establishment charitable?
It's just dirty, when you take out all the in between and just look at the ends of the process, it's basically paying poor people to waste their time because they need food because you get off on it.
No, donating would be 'here, have a bunch of games resources, enjoy.' People who buy virtual goods are purchasing status - maybe purely social status Veblen goods (eg hats and other rare-but-fundamentally useless items) or maybe strategic status (eg weapons/armor that give you a combat buff in their own right, plus might also indicate that you're tremendously experienced if you earned rather than purchased it, which is often unknown to the other players).
some years ago I got into a Roman Gladiator game that ran on this model, that was both fun and easy (for me, ie I happened to be good at it). So I ground my way to being quite a high level player and winning a number of fancy items, and accepting challenges from other players. In a well balanced game every item buff has some sort of weakness, eg it's vulnerable to particular spam attacks or regular hits from some other specific weapon. I had figured out most of these by grinding my way up, and after a while I noticed that people who had a lot of fancy items got super abusive if they lost a combat to grinding techniques rather than better gear, to the point where multiple players started harassing my platform account rather than just my in-game character. There was a big inverse snobbery against working too hard at it; I was even accused of 'violating the spirit of the game' ¯\(°_o)/¯
I think it's rather obvious that a huge fraction of employment is worthless. The problem is determining which fraction that is. It's not obvious. Many jobs that look and feel like bullshit may have some hidden function within an organization that is essential (and may not even be the "primary function" of the job as per the job req), and many very important looking jobs may create little to no value. There are probably companies that could knock out the CEO but would have a tougher time without one of their office assistants, but where telling which office assistant this is would be almost impossible without spending months observing the intricate details of operations.
The fact that markets are bad at optimizing out this obvious cost center makes me wonder if it might be "non-computable."
The only way we know of to discover this is to use Darwinian methods, but this is incredibly destructive. Deep recessions take out a lot of good but not-yet-robust businesses along with the bad and the obsolete. The modern practice of pumping economies along forever and not allowing deep recessions probably leads to a ton of dead wood building up but it's also probably why we have progress in quantum computers, electric vehicles, and space flight among other speculative areas that would probably implode in a deep recession (without being specifically subsidized). Forest fires burn the dead wood but they also burn a shitload of trees, especially immature ones who don't have layers of flame retardant bark. Lots of old and injured animals die but so do the babies who can't run fast yet.
Companies often barely have any idea of what employees spend the majority of their day doing. They are never going to catch all the little things.
I'd like to nominate this statement as one of the most cynical sentences of the year.
Actual meaning: play, but boring!
But this whole metaverse and play to earn is obvious nonsense.
But then, if you show me a slot machine and explain it to me in plain English, that it pays out less than you put in, that it is designed to addict you, that you sit there sticking quarters in and pulling a handle all day, I'd laugh at you before I stuck a dollar in the thing. But people do. All the time. So I'm not so sure this nonsense is going to crash and burn, but I'm certain it isn't worthwhile in the least.
Uh what?
> programmatic agreement enforcement
If writing logic were this easy, we wouldn't need the court system.
> creating financial assets that can't be controlled
I'm quite libertarian but again, not sure this is a feature.
> incentivizing things that need incentivizing and all that
Otherwise broadly known as a "marketplace"
We have a court system primarily because it was the most efficient way before. It is older than computers, it exists because there was no other way, not because writing logic is hard, although it is. But there's a trade off, if we assume you can never write logic to handle laws then you accept that you will always create a position of power from which law can be abused.
Why isn't it a feature?
Yeah, a marketplace.
Do I understand it correctly that the point here, and maybe the central point of Bullshit Jobs, is that we tend to structure our economies with built in inefficiencies so that tedium appears where there is no need for it. And the reason for this is that otherwise the organisation or person solving a given problem would immediately remove their own lifeline, their income or their raison d'etre?
So the point of this article is point out how this happens even when there isn't a problem to be solved - which is reason to believe that it happens all around us as well in situations where we're "solving an actual problem".
It's like a machine that endlessly inflates all pockets of human interaction with tedium and labels it as efficiency or "fun". A paper clip maximizer of sorts.
Game assets can't be used in another game. You need full support from the game developer. The devs could much more easily and cheaply sell the assets direct or support trading.
If the game is distributed or has private servers or something that might warrant defi trades, but wouldn't gamers just hack their own items? If they control the server code, surely it's possible.
Seems like a marketing gimmick at best. What am I missing?
I think "GameFi" is the most compelling use case. Use your in-game items (NFTs) as collateral for a loan, or lend it to other players to use while you retain ownership. Game devs could build all this functionality themselves, but they get it for free if they don't take the walled garden approach.
if the game could be such that this is equivalent of proof-of-work, then it would be fine.
> People have made money by selling virtual goods acquired in-game at least as far back as Second Life in 2005.
I saw it happening at least as far back as ‘98 in DragonRealms, a MUD and (when it moved off of AOL) one of the first online games with a monthly subscription.
The author's correct in their wording, and the point was simply that getting real money out of games in some way is not novel to this new "play to earn" genre.
The point of the article was to talk about Axie Infinity and Bullshit Jobs in the present, not to spend significant time on historical background.
To be honest, I think using Second Life, or runescape, or such as an example, instead of Ultima Online or such, actually is better writing in that it's more likely to be something the audience is familiar with, or at least can google and read more about. In that sense, using a well known historical example is less lazy writing than finding the oldest possible thing that others are unlikely to relate to for a peripheral comparison which already explicitly was worded as "at least as early as" ("kinda old, but not necessarily the oldest").
The other day I was going through air port security. I had to wait 10 minutes for one of my bags to be screened a second time. I happened to be waiting while some type of manager was doing a huddle for a new shift of employees about to start.
The dumb shit the manager was telling the group of 12-15 TSA workers was abhorrent. Just really vile statements about how to interact with people going through the security lines.
It dawned on me that the only rationale for this completely useless facade of stress inducing security was simply that these were low-income workers who needed a job, and we're subsidizing it through various types of taxes.
I believe Axie Infinity is dumb, but so are much bigger things around us that we talk much less about. However, Axie Infinity is a good model for a way of creating economies to support people who need jobs. What might help society is if, instead of time wasting games, and meaningless security jobs we paid people to learn valuable skills through a gaming like system.
Locking cabin doors was sufficient to prevent it but didnt "feel" like nearly enough.
In hindsight the Taliban probably could have negotiated a "we'd love to get rid of the terrorists but we need your help" deal and then just let us pump them full of military aid on the condition that they add the groups we want to their list of persecuted people. It's not like we hated them out of principal. These were the same guys we armed to kick out the Russians. Taking a page straight out of the South America playbook would not have been that big a stretch.
The Taliban were invaded because they refused to hand over bin Laden without the US supplying evidence that he was guilty.
It's hard to overestimate just how much the US was baying for blood at that point. It's plausible that waiting for evidence might have meant paying a high political price.
This bloodlust was later channeled into manufacturing consent for the invasion of Iraq.
>> "what might help society is if [...] we paid people to learn valuable skills"
We actually have plenty of very qualified people, both with academic titles and without them, but many of them are still doing jobs that don't "make society better". The problem is that we used tech to cut the time and labor required to do most things, but we haven't freed that time for people, we only keep distributing the benefits of those "improvements" unevenly.
And the real problem is that even if you were to redistribute them evenly, when there's low pressure, abundance of resources and an environment that provides more than what you are consuming, any species will start having more offspring, until the pressure increases and you are in trouble again (kinda like a malthusian trap). We could only escape that limit if we were able to create unlimited space habitats or our population growth rates were slower than the time it took us to find and travel to new planets. Some might argue that the systems will self-regulate, but self-regulation only happens in high pressure states, and that means that a lot of people is suffering under them.
The fact is that we don't need much, and we already have it. The problem to solve is not to become better or faster or more efficient at producing and creating more. The problem to solve is to collectively find a compromise on how much we want to have and design mechanisms to keep us in that sustainable lane. Not sure that's possible, but it's the only approach to "help society" that I really believe in.
- bullshit jobs is a term for jobs that have not yet been automated. Jeff Bezos pays a Uber driver to turn a steering wheel until the robot can, and he pays a Amazon Project Manager to make graphs until the Perl Script can.
- such jobs don't exist because the "elite" are scared of proletariat, they exist because organisations are badly designed hurriedly put together and really hard to dismantle.
- it's usually simple to spot the people at work who are solid contributors and those who bullshit. But it's amazingly hard to demonstrate it sufficiently for firing people.
- But imposter syndrome means that if there is not a open transparent process to code the under performers, everyone becomes afraid, destroying the organisation anyway.
- it's hard to fire unproductive people, in short. In fact it's probably easier to build a new company and not hire them.
- this is usually done via Schumpeter- but if a company could be programmed, designed to have fewer people, it can be shutdown more easily and replaced?
This is not what the term is intended to mean. "Uber Driver" (or taxi driver) is a job that performs a necessary function but one that may not necessarily need to be done by a human.
A bullshit job is one that does not really need to be done, one that provides no value to society at large and exists because of zero-sum games, ego, tradition, etc...
I don't agree with all the jobs Graeber described with this label, but it is a very useful concept.
For example, I think the amount of money spent on nuclear weapons programs globally could be reuced significantly with no harm to the world.
There's not really a service that makes people happy, or a good being created.
It's just shuffling money around in a way that's net-negative for society.
Bullshit jobs are jobs that do not produce value
You should read about Graeber's work, it's interesting https://en.m.wikipedia.org/wiki/Bullshit_Jobs
Let's look at two examples I remember - Dog walkers (washers?) and corporate lawyers.
As I understand it Bullshit jobs are those that exist to serve the elite who otherwise "should" do the work themselves (dog washers), or jobs that have no labour-force power and so cannot improve their lot through collective action (which can range from air traffic control to uber drivers and ... dog washers). Finally there is some kind of self-aware bullshit job that is the corporate lawyer.
There are two issues at play here - a moral judgement and a power judgement.
The moral judgement is aimed at dog walkers (or washers?). This is a job that "should" not exist - people should take care of their own pets. Well maybe. They also have a power issue - who has heard of a dog walker strike?
The dog walker fills a space in the ecosystem - mother nature has so many examples of non intuitive niches that we should not leap to claim this one is bad.
Corporate lawyer - this is more likely a bullshit job - it exists because humans created the law, so it exists as the very definition of government regulation and interference.
But most of the bullshit about it is not legal, but the tournament set up to go from newbie lawyer to partner which drives a lot of the soul destroying ness, simply to clear the field. And yes it is soul destroying to have to justify the unjustifiable- something i suspect corporate lawyers spend a lot of time doing.
But that is again a moral judgement- yes it is bad that corporations break the law and people in bullshit jobs have to help them get away with it. But that is a different failure of regulation.
I think his view is extremely negative - that these jobs were created / kept around to serve the implied result rather than an underlying failure. The airline baggage example is a good one. Getting millions of pieces of luggage to the right place at the right time is fundamentally hard - and claiming that the solution is to "fix it" then get rid of stewardesses of whatever is disingenuous.
It's not impossible to remove bullshit jobs - automation promises to remove many, which is I guess Graber point and mine. My view is that the jobs continue to exist not because the elites deem it nice to have flunkies (I mean they do but they employ those directly) it that fixing the ecosystem that supports these bullshit jobs takes a long time to fix. It is likely that smaller new companies will simply not hire to bullshit poisitions. But given that Amazon has now reached what 1M employees I suspect some bullshit has slipped in there.
Plus there seems to be a confluence in your comment between HFT and bullshit jobs. I am sure there are socially net negative or socially net neutral jobs (HFT is arguably positive but whatever), but that's different to bullshit jobs (as I understand it)
A job that is net negative has always been a problem - is the guy making Drones in a factory knowing they will be sold to evil regimes a net negative? It may be but I don't think that sits as a bullshit job.
So there is a difference between jobs that are "created" simply to give the middle class something to do (Graber view, not mine), jobs that exist because they have not been automated yet (my view, maybe Grabers) and jobs that are socially net negative (this depends on your politics as to what is net negative)
In short the psychological harm of bullshit jobs depends much more on the employees perception of its value than some objective measure. Especially as that objective measure is so hard to come by.
In short - net negative jobs are not bullshit because choosing the externality is hard / social decision (ie the boss of shell is unlikely to have a bullshit job, even if it is net negative)
And bullshit jobs are rarely created just to lord it over people - the truly elite just hire someone to loo after their dogs / horses. The sub-elite get it created as part of the market.
Edit: running out of time - this is an interesting area but I have reached th limit for a comment
If the game studio never existed not much in society would change, let's go even further and say all game developers never existed. Society wouldn't change. Now lets get rid of all the elementary school teachers. Would society drastically changed?
One of the core points in the book is that the "more prestigious" and "higher pay" a job is, the likelihood of it being bullshit is high. While important jobs like janitor, barber, or a retail worker are very important and pay terribly.
I'm a programmer that develops CRM software. If my company cease to existed the world wouldn't even shrug.
That part about the pandemic might be the most important thing in the article. Would something like this have taken off had pandemic restrictions not wrecked the Philippine economy?
A glance at the exchange rate for the Smooth Love Potion token shows a vertical surge right as lockdowns started to be imposed, followed by a 90% crash that started in around July of this year:
https://coinmarketcap.com/currencies/smooth-love-potion/
The start of the crash coincides with the start of noticeably higher CPI in the US and well-known product demand shock. That shock must have put higher upward pressure on demand for labor in the developing world, making Axie less appealing.
I can't help but think of this as a preview into a future world in which automation and economic stagnation renders ever larger parts of the real economy ineffective at supporting a living wage.
This kind of bullshit job offers a wealth transfer mechanism from those who have it to those who don't, with financial speculation being the conduit. Universal Basic Income is another path. Revolution is a third option.
So I basically grew up on Second Life, back when "the Metaverse" was just a geek thing no one cared about. The comparison doesn't really work here, because the virtual items people sold on SL were (generally) their original creations: 3D modeled, animated, programmed, etc. Not simply doled out by pre-programmed in-game systems.
Axie Infinity's economy is more like "real-world trading" on MMOs, but officially endorsed by the developers instead of being considered a game-breaking, bannable offense. In fact, the mention of Axie Infinity providing an income stream to people in developing countries who spend their time grinding also parallels the MMO space: you can find plenty of stories about illicit "gold farming" economies surrounding the major online games, going back decades.
> Axie Infinity is novel in two ways, which are worth exploring separately.
> - It elevated the ability to earn an income stream through the game to a core feature, coining play-to-earn as a new game genre.
> - It uses NFTs to represent in-game items, so the economy is (ostensibly) decentralized.
Going back to SL, the virtual economy was always a "core feature". We had a whole digital currency and ecosystem of first- and third-party exchanges and money markets where you could buy and sell Linden dollars for real money, with moving exchange rates and everything. People very much made serious income off of in-world business. The true novelty here is that Axie & friends are built on decentralized technologies, instead of having a company like Linden Lab managing everyone's account balances and virtual item ownership rights.
In 2017 I started learning about Ethereum. Once I understood it as a virtual machine, the idea hit me that one could build a game. About that time, CryptoKitties hit and became an example of what could be built. Shortly late, a tutorial called CryptoZombies helped teach "a way" to build crypto collectable style games on distributed virtual machines like Ethereum.
Like many people, I went through the tutorial and I started working on my own game. A big difference between myself and many others is that many others only slightly deviated from the CryptoKitties formula. The inspiration for my game, Orbiter 8, came from an old BBS game, so I deviated a lot.
I worked on Orbiter 8 for a couple of years and released two demos before I bothered with ERC20/ERC721 interfaces. The game concept has an in-game currency and ownable assets so I created interfaces making those things tradable outside of the game. This was sort of a no-brainer. By using ERC721, I can use open markets like OpenSea to trade my game assets as NFTs. By using ERC20 I can put the in-game currency on SushiSwap and let the public trade the currency as they wish.
I didn't intend to, but having done those things now means I am building a Play To Earn game. That is, of course, assuming my game assets and in-game currency actually have value and a value higher than the cost of creation. But for all intents and purposes, the emerging model is a pretty decent Play2Earn model.
Most games are about progression. You typically "grind" in any game to acquire better items and stats. The only step to make any of these games P2E is to allow those things to be traded on open markets. So if you build a game natively on one of these networks, P2E is an extremely natural emergence.
Other than speculators hoping to flip them to someone else, what would give them that value?
Like most crypto games, the value would inherently have to come from new players putting more money into the system to cash out old players. It works as long as hype exists and the users curve continues upward, but it crashes immediately as that stops and everyone wants to extract whatever value they can.
EVE Online, for a time, had a monthly subscription. It also had an in-game item called "PLEX" which could be purchased using real money and then used as a substitute for the monthly subscription. Because it was an in-game item PLEX could be bought and sold on the in-game marketplace. I happily bought a few PLEX with real money and sold them in-game so that I could purchase the ships I wanted without having to spend hours "earning" in-game money. On the other hand, I knew people who had set up efficient in-game money-making schemes that let them avoid paying anything to play - each month they'd just exchange some small fraction of their enormous in-game wealth for a PLEX token purchased by a person like me. It was an interesting system, I don't know what their monetization looks like now.
Point being, I think there can be a value to these things outside of speculation. That said, I have a fairly dim view of most of the crypto-enabled games that I've come across. From the start, the developers have always seemed more interested in enriching themselves at the cost of their players than they have in making enjoyable games.
It works more or less the same, but now with an expanded F2P option that provides access to only early ships / skills (and some other limits). The PLEX is now used to pay for an account to have full access to the game for a month.
Allowing RMT would ruin the economy because as a small guy I can generate $1050 in profit per month if you convert 500 Plex to cash at $20, although the black market rate is closer to $7. If I could generate real money then I would play more than 1 hour a day, I would probably quadruple my industrial operation and then everything is massively inflated in price locking out casual players from the gameplay they want, and the margins on a lot of items would decrease meaning you have to make up for it in volume, except a casual player isn't going to be running 30 accounts.
I don't think that P2E is inherently bad. Indeed, the history of RMT in games that try to prohibit it (WoW, Eve, etc) shows that P2E is a mechanic that is hard to avoid in certain types of grindy mmo games.
What makes Axies a pyramid scheme is not the incorporation of P2E mechanics directly into the game, but that the game requires players to "buy-in" to the economy to start playing and tries to incentivize that initial purchase by promising later earning capacity.
Yikes. That's a philosophy that really misses the nature of evil. In fact, I think we're doing ourselves up for colossal failure if we assume we can create an unexploitable algorithm that we then cannot modify that can be crafted to be evil-proof.
I think it was termed more like “it is a bullshit job if the world would run just as well (or even better) if the job didn’t exist”.
Still relies on self-assessment but isn’t quite what you said. More based on some idea of “usefulness”. Play to earn doesn’t seem very useful.
> Final Working Definition: a bullshit job is a form of paid employment that is so completely pointless, unnecessary, or pernicious that even the employee cannot justify its existence even though, as part of the conditions of employment, the employee feels obliged to pretend that this is not the case.
It's as legit as someone who participates in an mlm . Its not bullshit
Bullshit Jobs: A Theory https://www.amazon.com/dp/0141983477
The first review is lit. Quoting:
""" Manifesto for the Professional Class Reviewed in the United States on May 15, 2018 This review was written at the desk of a salaried office job, where I am paid $65,000/yr to do virtually nothing important, so I mostly sit in my chair and listen to podcasts and audiobooks all day. I do this until enough executives and managers above me are gone that I can feel comfortable sneaking out. With my income from this sit, I then outsource all my chores to a slew of below living wage 21st Century gig economy employees--Uber drivers, food delivery, meal kits, laundry.
Having been one of these low paid wage laborers several years ago, it seems like a cruel joke. The higher paying job I find, the less I actually have to work. The higher ranking the position, the less the job is about doing things and contributing to society.
Is this a blessing or immoral sin? Yes. But it turns out, I'm not alone.
This is an entertaining book of anecdotes and statistics on what turns out to be a common phenomena. It is one of the most refreshing reads that a college-educated conscious working professional can have in their library. Put down every other garbage business book that supposedly empowers you. You don't need to practice mindfulness, or rules for life, or launch a lean startup. Breathe in and breathe out, your job is unnecessary and so are most of the other jobs!
Admitting this is the first step of us all solving the collective problem. """
* You take money from investors
* You then claim that you are making money from some legitimate business
* You return money to earlier investors by just feeding them the money later investors put in
So who are the early investors here, what's the legitimate business, and how are we taking money from later investors to give to early investors?
EDIT: Guys, it's not a zero-sum game. You can breed new axies, etc. By the logic espoused by everyone in the responses, the stock market is a ponzi scheme because later participants buy stock from earlier participants. This may be my fault with the defn lacking some things, but clearly the stock market isn't a ponzi scheme, so something is wrong.
"Gameplay requires the purchase of three Axies, which currently cost in the hundreds of US dollars each."
> what's the legitimate business
"By blurring the line between “player” and “worker”, the game has effectively built a Ponzi scheme with built-in deniability. Sure, some users will be net gainers and other users will be net losers, but who am I to say the net losers aren’t in it for the joy of the game?"
So I guess the "legitimate business" is making the game interesting for people who.. enjoy it?
> and how are we taking money from later investors to give to early investors
I don't know how the in-game mechanics work but later investors also purchase Axies and somehow that money ends up in the hands of the former investors. Maybe not automatically, I guess it depends on what in-game actions you take, but given that you first have to invest before you can play...
The "legitimate business" is playing the game to get more Axies that you can then sell.
The later investors then buy Axies that the early investors earned by playing the game.
As soon as exponential growth stops the system collapses.
I think there's a slim chance this could be a viable business plan, but probably not in any socially-good way. The mobile games industry reaps a good chunk of its profits from "whales", customers who spend crazy-seeming amounts of money on games. Blockchain-based games may also be especially dangerous to young gamers who get access to a parent's credit card and rack up huge charges. This already happens in games like Fortnite, but whereas Epic Games can be pressured into giving refunds to parents when this happens, a blockchain offers no protection if the rules of the game don't allow for it.
We're probably better off if it _is_ a Ponzi scheme.
No one plays the game because it's fun now. But in the future, the game will be fun, and people will pay to play it.
Right now, it's just crypto where you can spend your time AND money to get a return instead of just your money.
Got it.
Me giving money to Bernie Madoff via wire transfer hoping for gains isn't really addictive. The graphics and gameplay of a game might be. If you happen to build a ponzi scheme into that game, you benefit from its addictive qualities.
Keeping a healthy population of the lower levels of a ponzi scheme is key to keeping it going.
So is web3 just “ blockchain related things “ ?
I feel like web3 as a term usage has exploded to the point that I’m not sure what people are talking about when they say “web3”.
But yes, blockchain.
There are several massive hurdles to overcome that non-technical people gloss over or flat out don't understand. Even if you store all the data in a distributed database, store all static files in distributed file systems, a single user would still need a single point of entry to access this network. It seems like a centralized DNS like system would still be needed.
Even if there were multiple providers of this DNS like service, it would put the onus on the user to figure it out. This has never historically worked well for the average user. Also, internet access itself is still typically controlled by a few providers given a users area.
The reality is web3 and crypto is putting too much responsibility on the user. Everyone uses gmail and google because its easy and effective and no one cares its centralized. iPhones are popular because they are easy and the average user doesn't care that Apple controls the ecosystem.
- Filecoin & AR Weave: decentralized file storage. Spend tokens to store files, earn tokens by storing others' files.
- ENS (Ethereum Name Service): DNS-like system for addresses.
- Smart Contracts of various sorts (e.g. Ethereum): Similar to perpetual AWS lambda functions. Spend tokens to publish & call functions; earn tokens by executing functions.
The blockchain aspect is merely a way to have verifiable incentives without explicit trust between actors.
I don’t know if you meant “compose” or “compost”, but it works both ways.
Before gamers used “grinding” it was in normal use for hard work. More commonly used as “on the grind.” Looking up the origin it’s “back to the grind” referring to returning to work from break, but also specific to the ancient job of a grinding grain at a mill.
All things being equal, the thing about “crypto,” as the article labels it, is that playing games or being a early adopter of technology was not historically a paid or rewarded activity.
Maybe web3 is exploiting attention spans the same way as web2, but no matter how web2 spins it, token airdrops to web3 users are often 10’s of thousands of dollars, if not hundreds of thousands, and even millions in some instances.
Where business has historically been about maximizing shareholder value by exploiting labor, web3 is proving to maximize user value by directly rewarding users. In many cases it is life changing money for young, regular folks who would never have had a shot at that type of financial freedom, in fact likely would have gone in to debt trying to pursue their education for a better financial future.
The RL game playing agent essentially becomes a form of NFT mining that no human could ever complete against.
It seems that the source of money flowing into the system are individuals with capital to buy the incoming producing PPE-type assets (i.e., Axies).
Guilds pool capital to buy P2E assets and rent it out to scholars for a % of all income earned by the player (known as scholars in the current P2E nomenclature).
I think there are currently two acceptable ways to earn income in our society: 1. Take relatively less risk, get paid a wage. Owner of incoming producing assets bear the risk of deploying capital in such a manner. 2. Take high risk. Deploy capital to acquire assets and pay wages to others who utilize those assets to produce (unguaranteed) income for you.
P2E introduces a third: deploy capital to acquire assets, loan the assets out, and take a cut of income generated.
P2E in its current form has similarities to serfdom. The owners of Axies (and the AXS tokens) are the lords.
In many cases they are useless and could be bundled into other jobs, but when a job is over loaded there is efficiency to unbundling them. Factor in the communications synchronization overhead and it's no wonder that small organizations can perform incredible work. Large organizations have scale though.
Perhaps the growth in the administrative sector is a new class of job, that results from scale, coordination costs, Metcalfe’s law, and Goodhart’s law.
The job is to combat the diminishing returns on communication decay due to scale by measuring the system as a whole or in part and attempting to optimize that part.
There is no “product” other than the change in metric selected. There is no external or intrinsic value other than whatever 2nd, 3rd, nth order effects the measurement focus has on actual observable inputs and outputs of the system.
The job, in a GEB sense, is just a theorem that references some or all of the system itself, and which may not mean anything whatsoever outside the context of the system.
At a certain extent, the system must become inhuman: metrics and interface contracts are needed to prevent overhead growth.
I believe this particular categorization could apply to game development in the context of NFT or microtransaction driven gameplay. The economies that these games provide are specifically engineered to increase user spend by targeting "whales". Someone being paid to play a game for someone else is providing a valuable service; but the game doesn't just exist naturally. It's designed. Building a game so that you need to pay to skip the grind is a bullshit job. And if that's a bullshit job, then the people selling their Axies and other game resources have transitively bullshit jobs, even if their own job is not inherently bullshit.
Most of the games manage this by offering free version of the game to anyone willing to play. It's not as good as the version paid consumers get but it's something.
The game mentioned in the article went the step further, not only does it offer some entertainment for people for free, but pays them out of profits gained from the paying players.
So basically gamers that earn money in that game provide meaningful service for paying players by working as opponents for them that enhace their entertainment. It's less bulshity job than many real ones.
Previously, you'd play something like Doom or Quake because you enjoyed it and you'd quit after an hour or two because it would rapidly become repetitive and boring. You knew deep down that you were wasting time on recreation and that you should probably do the things you should be doing (e.g. the dishes, reading a book, etc).
Now, there's a small voice for players of these telling them that this time is productive. They're earning money and that's a noble goal to ourselves. Even worse are the games like League of Legends and WoW where there are professional scenes. It's very easy to deceive yourself into thinking you're just practicing those games in order to one day go pro.
We already went through all this with bs degrees that leave people in massive debt and without sufficient income to pay it back.
That's the problem. The issue is they there could be people who are tricked into believing that this is an effective way of making money, when it is clearly not for most people.
To make a dig like this and then not even acknowledge it in the content is exactly what I would expect from a white American who has no concept of how certain trends impact anyone other than themselves.
The game itself may possibly be fun for those that pay (instead of grind), but that's hard to judge.
Only difference is, there is no masquerade in the NFT app a16z funded.
It's made possible because of the naive belief that markets create supply out of demand, and that this mechanism is ruthlessly efficient.
Right now, somebody is "inventing" potato chips flavor #16,333,132. Nobody asked for it, but a whole bunch of people are involved in its creation. Next, the product is pushed, and if not totally disgusting, you might try it. If the push is large and prolonged, you may even make it a regular buy. Even more so when you see lots of other people eating it.
Did this product meet your demand? No. Do you believe its a good use of labor to make this product? No. Your "demand" was fabricated out of aggressively pushing supply.
Are the top 10 songs in the charts the songs most in demand, the market efficiently selecting the best songs, taking into account all recent music produced? No. The songs are pushed. Supply decides, not demand.
Right now, thousands of engineers are working on the next iOS version, adding hundreds of new features. You'll probably use 2 of them. You'll get all 500 features anyway, regardless of demand, as you will definitely buy the next iPhone.
That's the 50% I'm referring to: artificially created demand that really is just marketing and manipulation.
Another way in which markets aren't efficient is a lack of competition. After all, it's every market player's goal to basically exit the arena, not needing to fight for their continued existence. Several sectors have big industry players that effectively have no competition. The same can be true for businesses where locality is a unique benefit. And it applies to local and federal governments, whom have no competition at all. And there's patents, cartels and other ways to escape market forces.
These non-competitors sustain armies of workers with bullshit jobs.
Ultimately, our economic system doesn't care. When you have a paid job, nobody asks questions about whether it has meaning. Your government will like you and so will your family. Bullshit or not. We have build a system that celebrates meaningless consumption and meaningless work.
I had a friend who was a tennis teacher. He didn't really teach so much as play with other less skillful players and get paid for doing that. That's kind of a similar situation right?
The answer depends on whether the players who get paid are rewarded for a service, something that other players perceive as having value to them. Or is it just a way by the game providers to lure people in to the game?
This may happen temporarily, but a sufficiently well tested and bullet proof enough game should able to combat that.
This is the same argument people made before BTC: it's just a matter of time before any decentralized currency would get hacked therefore we cannot have a decentralized currency.
On the flipside, there are tons of regulated games that are both fun and allow users to flex their niche knowledge, like FanDuel (sports), BigBrain (trivia), and so on.
Just because Axie is a poorly designed game doesn't necessarily invalidated the larger point that jobs and income are changing, and gamification of skills is an interesting trend that is likely here to stay.
https://www.vox.com/policy-and-politics/2019/2/13/18223836/p...
Sounds awfully similar to "completing tasks contrived by a game designer"
At this point, I'm starting to think our species had a good run, but it's time to replace it with a more evolved one. And just like dinosaurs were wiped by a global catastrofe and left room for mamels, it's time for homo sapiens to leave room for a new species.
The silver lining? We don't really need to do anything, just watch for our self-made catastrophie to unfold.
Popcorn anyone?
Bitcoin comes to mind as a good example. A the beginning there were geeks mining it on their gaming machines and buying expensive video cards to both play games and mine.
But for this newest iteration of cryptocurrency bullshit, I'm gonna go with "crisis of capital accumulation".
If Rich Worlders want to pay Poor Worlders to rank up ahead of time on a game for them, that's weird, but so be it.
'BS Jobs' I think is more a problem with the vast landscape of effete and ineffective White Collar workers.
Is this actually true? The linked article doesn't say anything about it being fun or not. I love grinding and think it's fun in itself.
Followers, likes, karma, all aren't directly worth anything. But it takes work to get them.
I know a bunch of prominent internet people who don't make much money with this status, because it's not easy to monetize it without compromise yourself.
Isn't it unavoidable in a world with food surplus and automation?
You get to choose to team with others in companies or other organizations, or go it alone which is much tougher.
Like Axie, if you choose to work for someone you’re using their subplatform, like Axie is a subplatform within crypto. And the organization you’re part of has rules and quite a lot of power over your future as long as you’re participating.
In a real world org you can choose to exit and liquidate any equity that you’re allowed to turn into cash. Same with Axie assets that you sell in exchange for something else - maybe a cryptocurrency.
As with Axie, there are many bullshit jobs in the real world that exist for silly reasons and can easily be automated away.
I think these bullshit jobs are bugs in real world economies and virtual economies. Sometimes they’re intentional bugs that benefit the owners or controllers of a platform or economy.
I’d caution one about conflating these anomalies with NFTs or crypto as a whole. Blockchain primitives have the potential to free the proletariat from exploitation by large corporate platforms. Creatives, for example, can own and profit from their art for centuries without an intermediary like Spotify, record companies, film studios or publishers keeping the lions share of the return. It has the potential to disintermediate banks, which is a huge deal, which you’ll know if you’ve ever worked for an investment bank or even walked through any major financial district.
Bullshit jobs abound. But these primitives Axie is playing with are not the cause. They have the potential to free us all.
A lot of the Web3 and game economy is just people massively overpaying for entertainment.
That would make the game "pay to win," which is presumably easier to implement if you do it that way to begin with.
There is a misconception that "Darwinian" is the same as "efficient."
Darwinian simply means "what can be sustained will be sustained until they can't be sustained anymore."
Which is exactly why layoffs happen in economic downturns -- those bullshit jobs just can't be sustained anymore.
Excuse me, I sold my Shortsword of the Ykesha for real life money in 1999 on EverQuest via eBay.
Play-to-earn games are the same system, just with a bit of a pyramid scheme glued on top so that players will think they're part of the grift.
What players of these play-to-earn games are hoping is that the grind in the game is so heckin awful and unpleasant that other players will pay someone else in order to skip that. But I don't think I'm unique in saying that I personally like my games to be fun, and I think that maybe something is going wrong with a game design process when a game is so much of a chore that people are paying to skip the game. Imagine making a movie where people didn't give you money to see it, but to stop seeing it :). That's the play-to-earn model, making something so artificially unpleasant and badly designed that players believe there's value in making the game shorter and will literally hire someone else to play it for them.
And this is not a new thing, you can go back to the grinding process in Runescape, to Cow Clickers on Facebook, it's the same grift over and over just in different decorative hats and with different little sparkly jpegs. It's always the same proposition: do something that's been made artificially boring and hopefully you or someone else will think there's value in paying someone real money to skip it.
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Which I guess live your truth if that's what you want out of games, but I personally like games that make me excited to play them or at least give me some kind of meaningful emotion, where I play them because I like feeling that emotion and because the gameplay is fun.
Incredibly, it turns out there are designers who are somehow through some strange magic able to design games that are so fun that they don't even need to bribe players into playing them. Their games are so fun that people actually (get this) pay the designers money to be able to play them more, not less. It's the complete inverse of the play-to-earn model where actually all of the players in the game enjoy what they're doing, and the game isn't just a platform for the company or for a subset of players to make a job out of extracting profit from another part of the playerbase's boredom, because in these games nobody in the playerbase is bored.
If you've never tried one of these games in the "fun" genre before, you've got to check them out, they're really something else.
At the end, your in game character is just as good as it was at the start, but you're better at using it
Other than a general meltdown in cryptocurrencies, I mean.
Well, here's the problem: Darwinian doesn't mean evolution towards something specific (i.e. more efficiency).
In fact, regression (in certain skills, etc.) is just as likely (like cockroaches, not humans, being the fittest in a certain environment).
So, Darwinian, broadly and metaphorically speaking (like the author) just means more fitness for survival.
And this is totally compatible with BS jobs, when it comes to the survival of the overal system.
One specific attribute of capitalism today is also that it's always somebody else's money, what with public companies, and golden parachutes, and bailouts, and such - and the rise of pharaonic middle management.
Vitalik (creator of Ethereum) attributed one of his reasons for creating Ethereum to Blizzard taking away one of his in-game items in World of Warcraft in 2010:
"I was born in 1994 in Russia and moved to Canada in 2000, where I went to school. I happily played World of Warcraft during 2007-2010, but one day Blizzard removed the damage component from my beloved warlock's Siphon Life spell. I cried myself to sleep, and on that day I realized what horrors centralized services can bring. I soon decided to quit."
But if we take Darwinian evolution as our analogy, there are plenty of strategies that essentially piggy back on other organisms. Cuckoo birds, intestinal worms, a whole coterie of sexual behaviors.
It's also the everyday experience of just about everyone that they perceive certain others to not be contributing anything at all. The surprise is that some people are willing to admit they are one of those people as well. It's not hard to think of how this would work, either. Convince someone to hire you, and then don't contribute, while taking a salary. If it's hard or expensive to detect the non-contributor, there will be NCs in the organization.
EDIT: If there are any economists out there who can point me in the direction of a primary source that elucidates the relationship between price discovery and interest rates in a way that will help me understand contemporary monetary policy as something other than political expediency, I would greatly appreciate it.
Are you saying we can witness that in people too?
I'm not going to stay alive because the universe forgot to enforce the dying part of me being mauled by a bear.
Gamer #1 likes to play the game. There are some parts he likes more than others.
Gamer #2 comes along and says, OK I will do the parts you don't like, and I'll sell my output to you for $XXX.
Gamer #1 agrees, the transaction takes place, it is entirely voluntary, and both participants find the outcome to be valuable for them.
How is this bullshit?
This is pretty much the reason we have money.
What sounds like bullshit to me is there is some... quasi-socialist I guess? value framework being imposed by some would-be intellectual who's totally uninvolved in the transaction, but thinks he knows better than the ones who are. Fuck that guy, he has no skin in the game.
Honestly though, who cares? Even if it's a "bullshit job", you can perform it from the relative comfort of your home, mostly on your own schedule; so it's better than most BS jobs in the real world. In my opinion, the more opportunities afforded to people to earn money, the better.
I would treat a bullshit job as any job/living that requires you to do useless work. How do you define "useless work"?
In this way, the demand and output is entirely artificial.
The author here describes the main difference this new model and older games where similar economies developed is that this is considered a primary feature of the game and people are entering it for the purpose of grinding for cash. I remember many of the other games described such as RuneScape, Second Life, WoW, etc. where people sold in game currency or profiles, but they weren’t advertised as economic opportunities, but as games you play for entertainment. VCs weren’t investing in them for this purpose either.
I have anecdotal evidence that it took financial circles by storm. One very well known CEO in the financial industry even wrote a book inspired by David Graeber a few years later.
Is duct taping code never optimal?
I disagree that any of these jobs are “bullshit”. I think the most bullshit of all the jobs on that page is that author’s, who wastes society’s time listening to him complain about things he has no experience with.
https://www.economist.com/business/2021/06/05/why-the-bullsh...
If so, welcome aboard.
For example, plenty of jurisdictions give large tax breaks to farms, so it is reasonably common for developers holding land to turn their land into a "farm." One fellow I heard of put 6 cows on a plot of development land and paid someone to drop hay off for the cows as the land had next to no grass, as it was under development.
No real value is being generated from the cows. The output of 6 poorly fed and housed beef cows is well under the money paid to the cow carer and for the hay and for the damage caused by the cows to the neighbourhood when they escaped.
But the developer saved 80K a year in various property tax after all expenses were considered.
You can call these jobs “bullshit” if you rely on an oversimplified version of the world where perfect airlines, perfect employees, and automatically enforced laws exist. Unfortunately, that’s also the exact view I often see in tech, where people tend to devalue work of others because its value does not seem to be self-explanatory in the first 60 seconds they spend on analysis of the situation.
In real life your lost baggage experience would suck without the person behind the airline desk, you org won’t be able to scale without middle management, and your business would suffer budget cuts due to legal fines because the only proper way to stay legally compliant today is (surprise!) to hire a compliance officer.
Good luck inventing some imaginary perfect-world systems where those issues do not exist and do not require extra staff you label as “bullshit”. Any kind of system which is designed and managed by people will have flaws and will require extra jobs handling these flaws. These jobs are not bullshit, they are valuable because they allow the system to exist and stay efficient.
There is no reason outside of power dynamics why airline desk staff need to exist to comfort disgruntled passengers, because the existence of disgruntled passengers who need to be shooed off is a consequence of the airline industry.
So then yes you are assuming that anarchism can wave a magic wand and make it so airlines never lose people's bags, or that it won't ever create any extra work to track down those bags.
I don't know if that's David Graeber's specific criticism but it is mine.
I'm sure airlines do a lot behind the scenes to make sure they don't lose their luggage. Even if they didn't, I don't see why a worker co-op wouldn't have the exact same incentives.
I'm far from an expert in this, and I'm no utopian, but I think it's important that we understand and identify where the problems in our society come from.
This line of thought assumes three bold ideas:
1. that existing model is bad
2. that alternative model for airline (or any other industry) exists
3. that alternative model won’t suffer from similar issues
I will now quote Graeber to see what kind of arguments he uses to support these three ideas in his original infamous essay[1].Re. 1
— author uses anecdotal evidence from friends who consider their jobs ‘pointless’: (talking about a friend) “*Now he's a corporate lawyer working in a prominent New York firm. He was the first to admit that his job was utterly meaningless, contributed nothing to the world, and, in his own estimation, should not really exist.*”
- author extrapolates this anecdote to other fields and people: “*it shows that most people in these jobs are ultimately aware of it. In fact, I'm not sure I've ever met a corporate lawyer who didn't think their job was bullshit*”
- after establishing negative nature of these jobs on this purely anecdotal basis, author then proceeds to blame capitalism for creating them: “*<…> making up pointless jobs just for the sake of keeping us all working. And here, precisely, lies the mystery. In capitalism, this is precisely what is not supposed to happen*”
— he concludes that “*the ruling class has figured out that a happy and productive population with free time on their hands is a mortal danger.*”
Re. 2 and 3: - author provides a hypothesis for the root cause of the issue: “*if 1% of the population controls most of the disposable wealth, what we call ‘the market’ reflects what they think is useful or important, not anybody else*“
Unfortunately, no solution is discussed at all. Neither there is a validation for this hypothesis to be found anywhere.I’m sorry, but this line of logic cannot be refuted. Simply because there is no logic, there is an emotionally charged narrative supported by anecdotes and directed at very broad and abstract problem (“ruling class”), with no solution provided by author. Anarchism is assumed to be a solution, but I hope at this point it should be obvious, with the level of problem analysis involved, we could also use a magic wand.
How I'd look at it (as a postmodernist) is like this: after the owning class moved all the "real" (ie, related to manufacturing) work overseas to places where labour is cheap, first world jobs have been increasingly focused on problems within the abstraction itself - we're not dealing with harvesting or processing grain or rolling steel, we're managers of managers of people who generate sales contracts for rolled steel made somewhere in China. Our jobs feel like bullshit because they're entirely removed from material production, and are generally quite "meta". It's a form of labour alienation, which is a consequence of the capitalist division of labour (as compared to the artisan/craft system under feudalism, which people in the West are often seeking to imitate now).
If yes, then modern jobs of US-based policy makers who write organizational scripts are also “real”, because they basically define exact same thing, only for people-based systems overseas instead of fully automated systems.
If everything were automated then labour would no longer be necessary at all. If we were still working at that time it would not only be abstract, but completely pointless.
> You can call these jobs “bullshit” if you rely on an oversimplified version of the world where perfect airlines, perfect employees, and automatically enforced laws exist.
You can also do so if, say, you are an anarchist who views capitalism as a system of exploitation and employment in wage labor as a modern form of slavery, which rather invalidates the idea of, rather than assuming the existence of, perfect airlines, perfect employees, or perfectly enforced (corporate) law.
I mention this because...well, you might want to read more of Graeber’s work (or even just more of Bullshit Jobs) to understand why.
But I think your objection is not very strong and his thesis can be rescued from it.
> it isn't bullshit to the payer, even if it might seem like bullshit to the worker
I think a lot of jobs really are "bullshit jobs," not because they have no value to the payer, but because they have negative value to the economy overall.
For an extreme example, some people are willing to pay to have witnesses murdered so that they can continue committing crimes without legal repercussions.
Or, some people are doing jobs that are purely for positional advantage and that are even "cancelled out" by other people in other companies doing another job. Advertisers seeking to take over market share from competing companies.
Or, some extractive industries may be more beneficially halted because of negative externalities; but those who benefit from the extraction will still hire people.
If you pay close attention, you will find that most government regulations that affect whole industries are actually the result of lobbying by the industries themselves. This is clearly visible in finance but it happens for almost any industry where there are powerful players.
No one wants to increase their productivity without a corresponding increase in revenue - this includes corporations as well as individuals. Bullshit jobs need to be created to maintain high prices in face of constant downward pressure.
That's basically all work?
Bakers get paid to make bread for other people's consumption.
Mechanics get paid to fix other people's cars.
Transcribers get paid to make media accessible for other people.
What should we do? Physically restrain them from playing?
What we have now is not capitalism. Capitalism requires hard money as a foundation. An inflationary currency whose supply compounds exponentially over time and which people are forced to use is not hard money.
Bullshit jobs are made possible by inflationary money printing. The current crony-capitalist system is only 'Darwinian' for those who are far from the money printers. That's why bullshit office jobs exist mostly in big cities; in close proximity to the largest inflows of newly issued 'capital' into the economy. For those who are close to the inflows of new money, it's a rigged, easy game. No talent involved. It's a game of first in, best dressed. They could throw money out the window and it would come flying back in. In the periphery, the story is completely different. Look up Cantillon effect.
It's easy to devise a scheme whereby you keep borrowing money from a bank to inflate the value of some intangible asset and then use that asset's growing 'value' as collateral against which you can keep borrowing more money and keep inflating that asset's 'value' ad-infinitum. You just keep taking out new, increasingly large loans to make repayments on the old loans. Just like the government does. At any point in time, this zero-sum scheme will always look profitable; you can keep it going so long as the banks allow. Banks will allow it of course, because the collateral 'value' keeps growing. It's only when people start talking about huge numbers like 'quadrillions', 'quintillions' and 'sextillions' that people will start to think something's not right. The game is all about who can feed the banks' own money back to them with as little resistance as possible.
A major reason why Bitcoin is so valuable is that it provides banks with an endless supply of bodies to take out more and increasingly large loans and feed it back to the banks with interest. Bitcoin's growth in value consistently outpaces the growth in interest on loans used to buy that Bitcoin.
They make perfect sense. You probably can't be a King or Queen in the real world, but for a modest outlay you can play one in the virtual world. The product being sold is not the fun of clicking around doing pointless things in a Monarchy Simulator, but the emotional satisfaction of bossing a small army of other people around. Within the game, you can be the sun around whom others revolve.
It is always worth reminding everyone that we are far from pure free market capitalism. There is a lot of market distortion due to lack of info transparency, regulatory capture, contracts which create inefficiency, intellectual property law, asymmetric application of regulation and law enforcement, etc
This takeaway is odd - especially when the entire point is that these bullshit jobs are a core part of capitalism, because they force people to buy into the system in spite of its obvious problems...
Again, this is touched in half a paragraph, but this is the real revolutionary aspect of NFTs. And, paradoxically, it's nothing new: Steam store "items" are basically NFTs. Fortnite skins are basically NFTs. It's just that without a decentralized marketplace, you can't sell them.
Do you really own it if the item’s form, function, and even in-game existence persists only at the whims of a centralised authority—the game’s administrators?
This happens literally all the time with Magic cards, lol.
Diablo 3's in-game real-money market wasn't based on a blockchain, and was doomed to failure for game design reasons alone.
> And, paradoxically, it's nothing new: Steam store "items" are basically NFTs. Fortnite skins are basically NFTs. It's just that without a decentralized marketplace, you can't sell them.
You can sell Steam in-game items just fine on the community market (https://steamcommunity.com/market/). You just can't cash that out to real money because Valve, quite sensibly, doesn't want to be classified as a money transmitter.