[HN Gopher] "Play-to-Earn" and Bullshit Jobs
       ___________________________________________________________________
        
       "Play-to-Earn" and Bullshit Jobs
        
       Author : paulgb
       Score  : 1115 points
       Date   : 2021-12-28 19:16 UTC (1 days ago)
        
 (HTM) web link (paulbutler.org)
 (TXT) w3m dump (paulbutler.org)
        
       | soheil wrote:
       | > Games that maximize property rights (as Axie Infinity wisely
       | hasn't) are bound to be overrun with cheaters and bots, which in
       | turn will just bring down the value of in-game assets anyway.
       | 
       | 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.
        
       | jwmoz wrote:
       | I have been shorting SLP-PERP for a couple of months now and the
       | trade keeps printing.
        
       | Animats wrote:
       | Axie Infinity spokesperson: "It is a little bit dependent on
       | capital inflows."
       | 
       | 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/
        
         | lalaland1125 wrote:
         | This is a key thing that a lot of people are missing: most (if
         | not all) of the top PlayToEarn games are literally just
         | disguised ponzi schemes.
         | 
         | The only reason why their tokens have value is that you need
         | those tokens to earn more tokens.
        
         | JCharante wrote:
         | I can't believe the buy in is $1000, it would have to be a AAAA
         | game to demand that price tag, but it's not so it's just a
         | disguised Ponzi scheme. The way the media have been reporting
         | this as a way for Filipinos to earn income is disgusting,
         | because they're tricking financially challenged people to fall
         | for this Ponzi scheme by making it look legitimate with the
         | media attention.
        
           | ec109685 wrote:
           | They talk about the economics here and payback time:
           | https://medium.com/coinmonks/axie-infinity-a-developing-
           | worl...
        
           | chii wrote:
           | Just like herbalife or many of those MLM schemes, the initial
           | entry fee does sound like scam.
           | 
           | I wonder how long it takes to earn back the initial entry
           | fee?
        
             | unnouinceput wrote:
             | And let's not forget the oldest of them all, Star Citizen.
             | Bet another pandemic will come and go and that game will
             | still be in alpha
        
               | Jolter wrote:
               | Did SC really promise financial returns? My impression
               | was it did not.
        
               | skinkestek wrote:
               | > And let's not forget the oldest of them all, Star
               | Citizen.
               | 
               | Definitely not the oldest..?
        
           | Animats wrote:
           | It works kind of like Pokemon. You need some starter Axies to
           | breed and fight.[1] There are people offering "scholarships"
           | where they loan you Axies to grind. This was profitable last
           | summer but is now a lose for both parties.
           | 
           | [1] https://leveldash.com/how-much-to-start-playing-axie-
           | infinit...
        
           | kingcharles wrote:
           | Not just financially-challenged, but under-educated too. If
           | your education was sub-par then it's easy to get tricked,
           | especially with something as complex as the crypto world,
           | where someone like me who had a great education, minted
           | Satoshi's finest like they were water from a firehose, and
           | almost 40 years of coding, still has a really hard time
           | understanding the current plethora of blockchain shenanigans.
        
         | stingrae wrote:
         | This. Axie Infinity only had traction, because the earned coin
         | had speculative value. The traction was from people "playing-
         | to-earn" as a job. I doubt that there are that many people
         | playing for the fun of it. When the token loses value, there
         | isn't a reason to continue playing.
        
       | bncy wrote:
       | Tibia was very popular in my country, I know people that are
       | still playing it, but back when I was younger, like 10 years ago
       | I knew a few guys that were making regular income out of it by
       | selling gold coins and items. Good times, games like Tibia taught
       | me something about the market and demand/supply distribution.
        
       | galaxyLogic wrote:
       | Do the players who earn money from the game somehow make the game
       | more entertaining for other players?
       | 
       | 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?
        
       | skinnyasianboi wrote:
       | I think we all agree that Axie is not a fun game. There are other
       | games with millions of users that are actually fun and play to
       | earn.
        
       | netcan wrote:
       | As I was reading Graeber, it's useful to imagine useless job
       | economies of the past. Is a medieval abbey "useless?" Clergy?
       | Servants to the clergy? How about courtiers? Courtiers' dress
       | makers?
       | 
       | 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.
        
         | Osmose wrote:
         | What's the cultural value provided by sitting on Axie and
         | grinding for hours?
        
           | netcan wrote:
           | I'm not sure "value" is the correct question. Value depends
           | on... values, I guess.
           | 
           | 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.
        
             | me_again wrote:
             | There are some comments from participants here: https://www
             | .reddit.com/r/AxieInfinity/comments/qfe7fo/would_...
        
           | DarylZero wrote:
           | It's the same cultural value provided by a slot machine.
           | 
           | 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.
        
         | throw_m239339 wrote:
         | > Is a medieval abbey "useless?" Clergy? Servants to the
         | clergy? How about courtiers? Courtiers' dress makers?
         | 
         | 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.
        
         | zzbzq wrote:
         | In the book version of his essay, one of the things he talks
         | about is how most of the things people would write to him about
         | being "bullshit jobs" were not his original definition of
         | bullshit jobs.
         | 
         | 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.
        
           | netcan wrote:
           | So... I think a lot of people (not you) missed the fact that
           | graeber writes from what I think is a traditional
           | anthropological perspective, as opposed to other social
           | philosophy traditions.
           | 
           | 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.
        
           | specialist wrote:
           | Graeber's categories of bullshit jobs is useful: flunkies,
           | goons, duct-tapers, box-ticker, task-master. Here's a quickly
           | found source: https://jacobinmag.com/2018/06/bullshit-jobs-
           | david-graeber-w...
           | 
           | > _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.
        
         | sktrdie wrote:
         | I think the point of Graeber (RIP btw) was to highlight that
         | certain jobs (the bullshit ones) are self-fulfilling promises;
         | specifically jobs "that only exist because everyone else is
         | spending so much of their time working in all the other ones."
         | [1]
         | 
         | 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.
         | 
         | 1. https://www.strike.coop/bullshit-jobs/
        
         | xg15 wrote:
         | By what definition would you consider a medieval abbey useless?
         | I can't follow you.
        
       | [deleted]
        
       | seibelj wrote:
       | I disagree entirely with the thesis of "bullshit jobs". Unless
       | it's a government job or mandated by regulations, someone is
       | paying for a task to be done voluntarily. Therefore it isn't
       | bullshit to the payer, even if it might seem like bullshit to the
       | worker. I have never stumbled on a single job that wasn't
       | government-required labor that had no purpose whatsoever, and
       | furthermore the laborer wasn't able to quit.
        
         | DarylZero wrote:
         | I found his bullshit jobs article to be terrible and
         | unconvincing, and many of the things he said about jobs just
         | inaccurate.
         | 
         | 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.
        
         | withinboredom wrote:
         | Sure you can quit. But often these "bs jobs" are a form of
         | scope creep so you face the thought that eventually, it may
         | change.
        
           | seibelj wrote:
           | Can you provide an example of a bullshit job?
        
             | renewiltord wrote:
             | The wikipedia article has examples from David Graeber
             | https://en.wikipedia.org/wiki/Bullshit_Jobs
        
               | sam_lowry_ wrote:
               | Here is the original publication of the essay:
               | https://www.strike.coop/bullshit-jobs/
               | 
               | 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.
        
               | cochne wrote:
               | I'm not totally convinced after looking at that. "duct
               | tapers, who temporarily fix problems that could be fixed
               | permanently, e.g., programmers repairing bloated code,
               | airline desk staff who calm passengers whose bags do not
               | arrive;"
               | 
               | Is duct taping code never optimal?
        
               | jakear wrote:
               | Some examples: receptionists, administrative assistances,
               | quality control officers, compliance officers, and
               | maintainers of bloated legacy software systems.
               | 
               | 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.
        
             | xracy wrote:
             | Did you read the article?
        
               | seibelj wrote:
               | Yes! However, as stated in the article, earning currency
               | or items in videogames and reselling them have been
               | around since the earliest days of online gaming. Plus
               | these people are entrepreneurs working for themselves.
               | I'm really not getting the link.
        
               | xracy wrote:
               | "In Bullshit Jobs: A Theory, David Graeber makes the case
               | that a sizable chunk of the labour economy is essentially
               | people performing useless work."
               | 
               | I would treat a bullshit job as any job/living that
               | requires you to do useless work. How do you define
               | "useless work"?
        
               | all2well wrote:
               | Something like Axie Infinity just seems _incredibly_
               | cynical. I sometimes joke that stuff like professional
               | sports are just financial instruments, which only
               | incidentally involve a ball of some sort. Play-to-earn
               | and many crypto schemes seem to self-consciously be
               | minimal veils to rope in people who otherwise wouldn't
               | care about financial products.
        
               | ViViDboarder wrote:
               | Because it doesn't provide any value. The game developers
               | created an artificial demand by making a particular
               | aspect of the game so unenjoyable that some people would
               | pay others to do it. They could, instead, just offer
               | people the better experience uniformly and deliver more
               | value to their users.
               | 
               | 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.
        
         | originalvichy wrote:
         | Read excerpts of his book or his essays on the topic. You might
         | be suprised.
        
           | seibelj wrote:
           | I read his writing, and I also read his Debt book and found
           | it unimpressive and unconvincing.
        
             | originalvichy wrote:
             | If you read his book from cover to cover and found nothing
             | that you would count even close to a bullshit job then
             | alright I guess. You probably wouldn't get hired to
             | optimize resource usage and cut down redundancies in a
             | private enterprise anytime soon.
        
           | moneywoes wrote:
           | For example?
        
           | Aunche wrote:
           | I've read his essays, but not his books. Graeber does what
           | every popular nonfiction writer does. He starts with a
           | provocative conclusion, and cherrypicks data to support it.
           | _Bullshit Jobs_ is particularly bad in this aspect.
           | 
           | https://www.economist.com/business/2021/06/05/why-the-
           | bullsh...
        
             | sam_lowry_ wrote:
             | You are linking to a critique. Here is the original essay:
             | https://www.strike.coop/bullshit-jobs/
        
         | beaconstudios wrote:
         | So if I paid you a salary to dig a hole and fill it up again,
         | ad infinitum, that job would have inherent value just because
         | I'm paying you to do it?
         | 
         | If so, welcome aboard.
        
           | [deleted]
        
           | MattGaiser wrote:
           | My problem with the bullshit jobs thesis is the "inherent
           | value." There are plenty of jobs that have little societal
           | value, but provide plenty of value to the person employing
           | the person.
           | 
           | 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.
        
             | beaconstudios wrote:
             | Yeah that's bullshit though - it's a warped incentive
             | caused by social systems. In a healthy social system, these
             | incentives to make money doing pointless bullshit should be
             | minimised. David Graeber is an anarchist, and the whole
             | bullshit jobs concept is a criticism of capitalism.
        
           | seibelj wrote:
           | What company is paying to do this?
        
             | beaconstudios wrote:
             | I'll pay you to do it. I'll incorporate a company and then
             | pay you through that if it feels more legit that way.
        
               | pietrovismara wrote:
               | I'm more than willing to pay tickets to watch that guy
               | dig a hole perpetually and learn what a bullshit job is.
               | Let's do it.
        
             | xwdv wrote:
             | Graveyards.
        
               | vntok wrote:
               | Which have you visited that dig and fill the same hole
               | over and over again?
        
           | smugglerFlynn wrote:
           | Just for the record, some of the examples Graeber uses
           | include airline desk staff who calm passengers whose bags do
           | not arrive, middle management, and corporate compliance
           | officers.
           | 
           | 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.
        
             | dragonwriter wrote:
             | > Just for the record, some of the examples Graeber uses
             | include airline desk staff who calm passengers whose bags
             | do not arrive, middle management, and corporate compliance
             | officers.
             | 
             | > 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.
        
             | beaconstudios wrote:
             | David Graeber is an anarchist, his criticism of bullshit
             | jobs is about sustaining the centralisation of power, not
             | techbro idealism.
             | 
             | 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.
        
               | stale2002 wrote:
               | > 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.
        
               | beaconstudios wrote:
               | No, but that airlines hire essentially customer service
               | reps to face the brunt of people's anger while the
               | company changes nothing to prevent the problems is a
               | classic corporate strategy. They exploit customers and
               | neglect their responsibility and then hire some poor mug
               | to get shouted at.
               | 
               | I don't know if that's David Graeber's specific criticism
               | but it is mine.
        
               | Aunche wrote:
               | >airlines hire essentially customer service reps to face
               | the brunt of people's anger while the company changes
               | nothing to prevent the problems is a classic corporate
               | strategy.
               | 
               | 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.
        
               | beaconstudios wrote:
               | Well for a start, worker coops are not commanded from the
               | top down so the owners don't get to just ignore customer
               | complaints, because the owners, being the workers, are
               | the ones taking customer complaints. Worker coops don't
               | solve the problem of the profit motive though, where
               | solutions that hurt the bottom line won't be implemented.
               | That's an issue with markets themselves.
               | 
               | 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.
        
               | sam_lowry_ wrote:
               | Don't assume vested interest, like techbros do. Graeber
               | was an anthropologist, and the book builds on his work
               | more than on his views.
        
               | beaconstudios wrote:
               | I don't doubt that, but being an anarchist doesn't mean
               | you can't criticise authority from an objective position.
               | If anything, critiquing authority and power might lead
               | you to both write this book, and take an anarchist
               | position.
        
               | smugglerFlynn wrote:
               | Noise insulation in the airplane exists because it tries
               | to shield passengers from the aircraft noise, which is a
               | consequence of modern airplane design. Following the same
               | logic, shall we call it bullshit insulation?
               | 
               | 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.
               | 
               | 1 - https://www.strike.coop/bullshit-jobs/
        
               | beaconstudios wrote:
               | If his actual argument is "they do it to keep us busy"
               | with no further elaboration, that's just wildly
               | conspiratorial and a pretty stupid argument.
               | 
               | 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).
        
         | felix318 wrote:
         | You can create a job whose only function is to increase your
         | cost and consequently allow you to charge more for your product
         | or service. It doesn't work if you do it on your own, but it
         | does work if you can get the government to force your
         | competitors to do it too.
         | 
         | 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.
        
       | orasis wrote:
       | Play-to-Earn with real world earnings will never be sustainable
       | given the state of the art in reinforcement learning.
       | 
       | The RL game playing agent essentially becomes a form of NFT
       | mining that no human could ever complete against.
        
       | sidcool wrote:
       | TL;DR anyone? Don't have the time to read this highly voted
       | article :|
        
       | acjohnson55 wrote:
       | This reminds me of the last time I went to Vegas with my two best
       | buds from college. I was a broke grad student, so I couldn't
       | really do any of the entertainment stuff in the city. I also
       | don't really like gambling, so I had a conundrum of how to spend
       | the daylight hours, before the nightlife started up.
       | 
       | 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.
        
         | post_from_work wrote:
         | >>>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.
        
       | mvkvvk wrote:
       | NFT Pokemon actually sounds like a cool use of blockchain.
       | However the game seems to focus more on the get rich aspect than
       | the actual gameplay.
        
       | ridiculousthrow wrote:
        
       | graphenus wrote:
       | It's saddening that folks say Axie is a play-to-earn pioneer.
       | This genre existed for ages and is called gambling. Poker being a
       | prime example of a truly successful game combining luck, fun, and
       | skill. The best part -- no NFTs required.
        
       | fleddr wrote:
       | A dutch economist once estimated that about 50% of a modern
       | economy is bullshit, basically just keeping each other busy.
       | 
       | 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.
        
       | api wrote:
       | The problem with the bullshit jobs thesis is similar to this
       | common saying in advertising: "I know I'm wasting 80% of my ad
       | spend. I just don't know which 80%." The same principle likely
       | applies to wages across the economy.
       | 
       | 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.
        
         | MattGaiser wrote:
         | Also, many jobs are probably partially bullshit or mostly
         | bullshit, but also have one critical (often undocumented)
         | function wrapped into them that if eliminated, would cause
         | enormous damage.
         | 
         | 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.
        
         | duxup wrote:
         | It's also very "easy" to identify a BS job, especially when you
         | don't know much about it.
        
           | api wrote:
           | Yup, and it gets worse when you consider that everyone is
           | usually trying to make their job look important regardless of
           | how important it actually is. It's likely that a deliberate
           | attempt to weed out BS jobs would select for good fakers, ass
           | kissers, and con artists and weed out a lot of heads-down
           | productive people.
        
       | dvt wrote:
       | Play-to-earn will die a painful death, but the takeaway here
       | (which this article dodges) is that players should own their in-
       | game assets. This is really where blockchain comes into play.
       | Diablo 3 tried to do this, but they were too early and too
       | greedy. If done correctly, owning your digital items is certainly
       | more preferable than not.
       | 
       | 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.
        
         | blueboo wrote:
         | The article "dodges" the notion players should "own" their in-
         | game items to the same extent you underplay the implications.
         | consider what the article emphasises: the contradiction implied
         | in a live game being rebalanced in real time, affecting "owned"
         | assets.
         | 
         | 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?
        
           | dvt wrote:
           | > 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.
        
         | duskwuff wrote:
         | > This is really where blockchain comes into play. Diablo 3
         | tried to do this, but they were too early and too greedy.
         | 
         | 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.
        
       | mintplant wrote:
       | > People have made money by selling virtual goods acquired in-
       | game at least as far back as Second Life in 2005.
       | 
       | 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.
        
         | cblconfederate wrote:
         | come to think of it, i wonder why SL has not converted SLL to a
         | cryptocurrency
        
       | soheil wrote:
       | There is something really wrong about doing something that you
       | know is complete garbage and yields no benefit to anyone else in
       | terms of productivity. But after one level of indirection we see
       | all sorts of tasks around us that people do and also benefit no
       | one, for example when someone destroys a pallet of watermelons or
       | fills up a swimming pool with orbeez that end up in garbage hours
       | later. The person who cultivated the watermelons or the worker
       | that toiled in the orbeez factory to make them saw the fruit of
       | their labor yield no benefit to anyone else in terms on
       | productivity. This type of task happens far too often.
       | 
       | Only difference is, there is no masquerade in the NFT app a16z
       | funded.
        
       | cryptica wrote:
       | > system as inherently Darwinian as capitalism
       | 
       | 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.
        
       | exogeny wrote:
       | Games that aren't fun are work. Axie, from all accounts, looks
       | like work.
       | 
       | 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.
        
       | Exendroinient wrote:
       | Jobs which don' create positive value to the world are not
       | bullshit. Our western economy is mostly based on the meaningless
       | consumption of stupid things. These products have to be marketed
       | and pushed into clients by manufactered believe that they need to
       | buy it. Other part of this are the zero-sum games. Trick people
       | into buying it by introducting artifcial scarcity.
        
       | duxup wrote:
       | Sorry to get a bit off track:
       | 
       | 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".
        
         | beckingz wrote:
         | web3 is whatever the newest startup is doing.
         | 
         | But yes, blockchain.
        
         | foobarian wrote:
         | I feel like maybe people watched a little too much Silicon
         | Valley and similar shows and some wires got crossed to make
         | people think this is actually a workable mass market idea.
         | IMHO.
        
         | victorvosk wrote:
         | Web3 as a concept is decentralization primarily, though it was
         | invented by people championing crypto. The idea that the web
         | can't be censored or controlled by gov't or large corporations.
         | Everyone should be able to easily contribute and maintain web3.
         | The blockchain is the "logical" place for it to live since a
         | blockchain is just a distributed compute and database platform.
         | 
         | 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.
        
           | duxup wrote:
           | Thank you.
        
         | beambot wrote:
         | Generally refers to decentralized technologies that somehow
         | benefit from blockchain-like data structures. For example, you
         | can compost these three technologies to build a decentralized
         | webserver.
         | 
         | - 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.
        
           | sokoloff wrote:
           | > you can compost these three technologies to build a
           | decentralized webserver
           | 
           | I don't know if you meant "compose" or "compost", but it
           | works both ways.
        
             | Dowwie wrote:
             | Going to need to mulch more carbon-rich material and
             | introduce digital worms to work through the pile
        
       | Kiro wrote:
       | > Gamers have a word, grinding, to describe repetitive tasks
       | undertaken to gain some desired in-game goal, but are not fun in
       | themselves.
       | 
       | 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.
        
         | jayd16 wrote:
         | I agree. It's not a gamer word either. Derived from "the daily
         | grind", it's just about lucrative but repetitive tasks.
         | Sometimes they are fun but I also agree the connotation is that
         | it is most likely boring unless specified otherwise.
        
         | jonwalch wrote:
         | Most of my gamer friends don't like grinding and usually stay
         | away from "grindy" games.
        
           | Kiro wrote:
           | Just because most people don't like it doesn't make it
           | intrinsically unfun. If the above definition holds true no-
           | one would like it except masochists. Anyway, as a counter-
           | point RuneScape has a great grind with a huge player base and
           | I know a lot of people who love grinding.
        
             | jonwalch wrote:
             | I missed the intrinsically unfun part. Grinding is
             | definitely fun for many people.
        
       | beckingz wrote:
       | Certain jobs sufficiently far from the obvious value creation
       | have a tendency to look useless.
       | 
       | 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.
        
         | kmeisthax wrote:
         | One of the interesting things about Graeber's typology is that
         | it includes things that you wouldn't consider to be bullshit
         | jobs. There's an entire category of his typology dedicated to
         | jobs that _destroy_ productive output; like if a business were
         | to hire lawyers to sue the pants off of competing businesses.
         | They get a competitive advantage by _increasing_ everyone else
         | 's compliance and legal costs.
         | 
         | 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.
        
         | mattcwilson wrote:
         | I think there's something to this comment and the one from
         | zzbzq about Graeber's "canonical bullshit job." I'm also
         | drawing some threads from Goedel Escher Bach.
         | 
         | 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.
        
           | beckingz wrote:
           | Scale increasingly becomes constrained by organizational
           | interfaces. At a certain point, trying to add people to an
           | organization actually makes it less productive unless their
           | contributions can be abstracted globally.
           | 
           | At a certain extent, the system must become inhuman: metrics
           | and interface contracts are needed to prevent overhead
           | growth.
        
       | dmichulke wrote:
       | Not sure this is the right place for the question but does anyone
       | have a theory as to when the time has come to short it?
       | 
       | Other than a general meltdown in cryptocurrencies, I mean.
        
       | devteambravo wrote:
       | Bullshit jobs? Let me tell you what a bullshit job is:
       | Transcription. It's basically poor, often disabled people w/ 0
       | other options doing it. For slave-wage. That's right, one of the
       | best way for disabled people in America to make $$ is to spend
       | hours transcribing you next Sex & the City remake at breakneck
       | pace. Excuse my french, but F this. Axie sounds like a lot less
       | bullshit
        
         | mattnewton wrote:
         | After that work is done though, the value of the content being
         | transcribed is increased. They are solving the problem that the
         | actual dialog spoken by the actors and audio cues aren't
         | captured in a non-audio format yet. Axie is creating problems
         | when designing the gameplay and allows people to sell solutions
         | to it; they could easily just provide the "value" at the push
         | of a button.
        
           | devteambravo wrote:
           | Yeah, that's the basis of my issue with it all. Value created
           | by people who do not benefit from it whatsoever.
        
             | AussieWog93 wrote:
             | >Value created by people who do not benefit from it
             | whatsoever.
             | 
             | 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.
        
               | devteambravo wrote:
               | If you look into what is involved in the work, as well as
               | who does it, I doubt you'd lump all those together.
        
             | PeterisP wrote:
             | That's the exact opposite of the term "bullshit jobs" which
             | is about the situations where people are getting paid
             | (sometimes even quite much) for doing something that does
             | not create any value, where the work done is bullshit.
        
             | JCharante wrote:
             | Well it's a very valuable but underpaid job. A lot of
             | college lecture VODs get transcribed and it is great for
             | making it more accessible for people with hearing
             | impairments.
        
       | worldsayshi wrote:
       | > gameplay designed to be dull enough that rich players will pay
       | to outsource it to poor players
       | 
       | 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.
        
       | jimbob45 wrote:
       | My problem with these Play2Earn games is that it provides a dark
       | motivation for kids to play them.
       | 
       | 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.
        
         | nightski wrote:
         | I'd be careful telling people what they "should" and
         | "shouldn't" be doing with their time based on your contrived
         | opinions.
        
           | frankbreetz wrote:
           | Telling other people what they should and shouldn't do is the
           | basis of society
        
           | throwaheyy wrote:
           | I'm fine with telling them that they shouldn't.
           | 
           | We already went through all this with bs degrees that leave
           | people in massive debt and without sufficient income to pay
           | it back.
        
           | stale2002 wrote:
           | The point that the other person was making, is that if you
           | are arguing that these "games" are actually a good/effective
           | way of making money for kids, you are lying.
           | 
           | 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.
        
           | jimbob45 wrote:
           | Reading books and maintaining personal cleanliness are
           | controversial activities now? In what clown world should
           | anyone ever be advised to play video games instead of doing
           | those things?
        
       | thephyber wrote:
       | > ... I was skeptical that any mechanism to create bullshit jobs
       | could arise from a system as inherently Darwinian as capitalism.
       | 
       | 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
        
       | Pxtl wrote:
       | Pay hundreds of dollars to earn a few per day? This economy
       | sounds more like Cutco more than any modern NFT thing.
        
       | Liron wrote:
       | Here's patio11's thread:
       | https://twitter.com/patio11/status/1459682519360491523
       | 
       | 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.
        
         | j2kun wrote:
         | You'd be surprised how much VCs idolize ponzi schemes. They
         | aren't even shy about it, and haven't been for years if you get
         | to talking to them.
        
           | vanusa wrote:
           | Some examples would be appreciated, please.
        
         | throwaway984393 wrote:
         | Thought leadership sounds a lot like mind steering.
        
         | merrywhether wrote:
         | VCs have to put their monthly influx of FedBux somewhere!
         | 
         | 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.
        
         | shp0ngle wrote:
        
         | aniforprez wrote:
         | Oh my god. That podcast with the Axie dude made me recoil with
         | disgust. The way they're selling the pay-to-earn concepts
         | comparing it to mobile games is absolutely vile especially when
         | mobile games are equally predatory
         | 
         | Sometimes I wish I didn't have any scruples so I could mint
         | money from misery like this
        
         | dqpb wrote:
         | Play-to-earn would be a coherent concept if the playing
         | produced something of value.
         | 
         | HN is play-to-earn. Except all you earn is worthless non-
         | exchangeable karma.
        
           | eitland wrote:
           | > Except all you earn is worthless non-exchangeable karma.
           | 
           | 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).
        
           | chii wrote:
           | > playing produced something of value.
           | 
           | 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).
        
             | meheleventyone wrote:
             | EVE definitely doesn't have a play-to-earn model. It has a
             | way to pay your "subscription" via the in-game currency but
             | this transaction is still one way and you can't redeem the
             | playtime token outside of the game for real money (without
             | breaking T&Cs). The play-to-earn elements are the same as
             | all MMOs, in the meta-game with gold farming which CCP
             | still crack down on heavily.
        
         | hn_throwaway_99 wrote:
         | Thought leadership smeadership.
         | 
         | A16z's goal is to make money, lots of it. Shouldn't confuse its
         | purpose by giving it other goals.
        
           | Liron wrote:
           | Yes but even an amoral organization could be expected to
           | anticipate damage to their reputation when they're seen to be
           | propping up a sufficiently transparent pyramid scheme, and
           | decide not to cross that line. I'm still not sure they made
           | the right move for their long-term interests, considering
           | there's more reputational damage to come when the pyramid
           | implodes. (They probably won't take financial damage though,
           | as they're likely to sell near the peak.)
        
             | chii wrote:
             | you mistakenly assume that A16z has the requirement to
             | maintain a reputation in the same way you personally would.
             | 
             | 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.
        
       | laserlight wrote:
       | According to Graeber, a job is bullshit when the one who does it
       | thinks that the job is bullshit. By this definition, chores,
       | menial tasks don't count as bullshit. I don't see any quote from
       | players who call what they are doing bullshit.
        
         | graphpapa wrote:
         | I can't remember exactly but this seems like a
         | mischaracterisation.
         | 
         | 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.
        
           | quadrangle wrote:
           | You're right mainly. Self-assessment was a filter he used, it
           | wasn't the definition in itself.
        
           | laserlight wrote:
           | It has been a few years since I read the book. But I recall
           | very clearly that he states that the definition is very
           | narrow and strict in order not to get into subjective
           | arguments on whether a job is _necessary_ or _shouldn 't
           | exist_. For instance, one could argue that the world would be
           | better off without telemarketing, yet the argument doesn't
           | make telemarketing a bullshit job. IIRC, military was another
           | example from the book of such a case.
        
             | laserlight wrote:
             | To follow up with my own comment, here is the definition
             | from the book:
             | 
             | > 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.
        
           | [deleted]
        
         | cblconfederate wrote:
         | Yeah this is a pyramid scheme, not a bullshit job
         | 
         | It's as legit as someone who participates in an mlm . Its not
         | bullshit
        
       | firekvz wrote:
       | I didnt read much of the thread but I will assume that most of
       | the people here is aware of how every single NFT game is just a
       | ponzi.
       | 
       | 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.
        
         | avgcorrection wrote:
         | > I come from Venezuela, a full 3rd world
         | 
         | Considering the Red Scare rhetoric in the West about Venezuela
         | I'd say it is solidly second world.
        
           | lou1306 wrote:
           | Not really. Yugoslavia, another socialist country, was
           | probably the most prominent European country that identified
           | as "third-world". "Second world" was basically the Warsaw
           | Pact, China and their other satellites, not just any
           | socialist state.
        
         | xuki wrote:
         | That's an awesome story. While I've never lived in poverty, I
         | got my first taste of making money by making bot for a FaceBook
         | game in 2008 (WarBook, if anyone remembers that). I only made
         | around 2,000 USD but that experience really changed my life.
        
         | lxxpxlxxxx wrote:
         | Esa era la mejor era para ese tipo de juegos, entretenidos y se
         | sacaba un rialero, por aqui haciamos lo mismo, con Silkroad y
         | Mu.
         | 
         | 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.
        
         | derangedHorse wrote:
         | It seems like a bold statement to claim every NFT game is a
         | ponzi. Some existing games are looking into incorporating NFTs
         | to help facilitate the kind of transactions you previously
         | needed paypal for. It seems a bit dismissive to hand-wave any
         | games that want to incorporate the technology as not being able
         | to operate sustainably.
        
         | mritchie712 wrote:
         | Wild story, thanks for sharing.
        
       | sfblah wrote:
       | I'm getting tired of this Ponzi scheme stuff. Can we have some
       | kind of protests to insist the Fed raise rates and put an end to
       | this? I'm not a big activist by nature, but that's something I
       | could get behind.
        
       | bdr wrote:
       | Slightly OT, but for the historical record:
       | 
       | > 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.
        
         | Kiro wrote:
         | Yeah, I sold stuff in Ultima Online much earlier than 2005.
         | Lazy research in this article.
        
           | TheDong wrote:
           | That doesn't come off as "lazy research" to me. The author
           | didn't write "the earliest time this happened was 2005", but
           | rather "at least as far back as ....".
           | 
           | 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").
        
       | zubairq wrote:
       | I think so much of life is already gaming: sports, bowling,
       | football, watching sports on TV/YouTube/cable. Many of these so
       | called time wasters existed outside of the digital world and
       | people have already consumed a lot of time and attention for
       | hundreds of years. In fact empire building and war are probably
       | two of the oldest sports known to humankind
        
       | mosdl wrote:
       | So instead of banning gold farming in their game, they just made
       | it a feature and collect a %?
        
         | brazzy wrote:
         | The point seems to be that the game is _nothing but_ gold
         | farming, and the only money going into the system comes from
         | prospective gold farmers paying a participation fee.
        
       | armchairhacker wrote:
       | We should create a game like Axie infinity, but instead of making
       | money from useless Axies you make it from writing code.
       | 
       | 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.
        
         | imtringued wrote:
         | Bountysource?
        
         | mizzao wrote:
         | There was a great game in this vein (coding) that shut down due
         | to lack of monetization but I feel would be perfect to relaunch
         | as a crypto version, especially since playing at the top levels
         | required coding: https://bot.land/
        
         | 58x14 wrote:
         | That sounds great. I'll create a DAO to collect funds so we can
         | create this game. What should we call it? How about Recursion?
        
           | chii wrote:
           | Since the name Second Life is taken, how about Third Life?
        
             | jerryoftheyear wrote:
             | Try the other direction, call it "First Life".
        
               | noselfpromote wrote:
               | Please don't just be sarcastic and do it. I can help you
               | for free
        
               | DonHopkins wrote:
               | Isn't the other direction "Second Death"?
        
       | skybrian wrote:
       | The next step would be for the company to automate those jobs by
       | replacing the workers with npc characters who can grind for you.
       | 
       | That would make the game "pay to win," which is presumably easier
       | to implement if you do it that way to begin with.
        
       | apatters wrote:
       | I don't get how this is a bullshit job.
       | 
       | 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.
        
         | vaylian wrote:
         | I do not know which definition is used here. But I would call
         | this bullshit, because this is artificial scarcity which is
         | controlled by grindy, non-constructive and typically non-fun
         | work. The makers of the game could just sell the NFT directly
         | instead of requiring other people to waste their time.
        
         | zivkovicp wrote:
         | I'm not familiar with the game in the article, but I think the
         | author is referring to the inclusion of in-game tasks that have
         | no benefit or reason to exist other than to create an
         | artificial "requirement" for work of some sort.
         | 
         | 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.
        
       | HWR_14 wrote:
       | How is this not a Ponzi scheme?
        
         | _jab wrote:
         | The claim seems to be that the game will attract people who
         | don't view the game as an income stream, but rather just as a
         | game. They pay the entry fee, and then may also buy assets from
         | other players, thus funding the play-to-earners.
         | 
         | 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.
        
           | onlyrealcuzzo wrote:
           | I love it.
           | 
           | 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.
        
         | [deleted]
        
         | renewiltord wrote:
         | So a Ponzi scheme works like this:
         | 
         | * 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.
        
           | ragona wrote:
           | Early investors: people who "invested" hundreds of dollars to
           | play. Legitimate business: "we're a game studio." Later
           | investors: newer players who see the earlier ones making
           | money.
        
           | [deleted]
        
           | jeremyjh wrote:
           | Read TFA. Your questions are all answered in it.
        
           | foxfluff wrote:
           | > So who are the early investors here
           | 
           | "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...
        
           | newaccount74 wrote:
           | The investors are the players hoping to make money from the
           | game. The players have to buy Axies to play the game.
           | 
           | 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.
        
           | meheleventyone wrote:
           | The economy is zero sum. The early investors are the people
           | that bought in early and they cash out by selling to the
           | later investors. The "legitimate business" claim is Axie
           | itself and the claim that it can both reward investors who
           | hold and rent Axies as well as pay people to play the game.
           | An idea that only works if more people keep putting money in.
           | To further this claim Axies developers make an awful lot of
           | noise about how they are going to introduce new mechanics
           | which will supposedly fix this.
        
             | galago wrote:
             | I'm not sure about this, but I think the correct term might
             | be "negative sum." The winners gain less than the losers
             | lost for the reasons you mentioned.
        
               | meheleventyone wrote:
               | Thinking about it more and you're right. In particular
               | because the Axie devs levy a tax on each transaction and
               | the cost of buying the tokens from another currency in
               | the first place.
        
             | TheGigaChad wrote:
        
         | jeremyjh wrote:
         | I agree. To me its a Ponzi scheme in a gold farming disguise.
         | Gold farming only works when the game is fun enough that people
         | will buy gold to play with in it. In this game, everyone
         | playing it is buying in for hundreds of dollars and most likely
         | that is the only source of the payments that are going out.
        
         | vsareto wrote:
         | It probably is, but it's a Ponzi scheme with a potentially
         | addictive lower layer in the form of a game, which is going to
         | make previous ponzi scheme architects jealous.
         | 
         | 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.
        
       | throwawaycities wrote:
       | > Gamers have a word, grinding, to describe repetitive tasks
       | undertaken to gain some desired in-game goal, but are not fun in
       | themselves.
       | 
       | 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.
        
       | larodi wrote:
       | Bullshit activities... the new drugs. Love them guys who sustain
       | these mind traps. Nothing new under the sun as King Solomon said,
       | but then again - do not dare claim moral superiority, u will go
       | down sooner than not.
        
       | jrochkind1 wrote:
       | Many historical "bullshit jobs" are basically "reward to the
       | metropole from colonial extraction" (how many of Graeber's
       | "bullshit jobs" exist in colonized vs colonizing nations, hm?)
       | 
       | But for this newest iteration of cryptocurrency bullshit, I'm
       | gonna go with "crisis of capital accumulation".
        
       | zeristor wrote:
       | I don't mean to be too meta but this site looks amazing on my
       | phone; I've not seen a website that is so clean and clear before.
        
       | lordnacho wrote:
       | > I was skeptical that any mechanism to create bullshit jobs
       | could arise from a system as inherently Darwinian as capitalism
       | 
       | 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.
        
         | vsareto wrote:
         | Capitalism has very little in common with Darwinism because of
         | the nature of the rules involved. Darwinism has a lot of
         | physical rules which you can't circumvent. Capitalism deals far
         | more in social or soft rules which can be circumvented and give
         | you an advantage if you aren't caught. And if you are caught,
         | the punishment might only be a percentage of the total profits.
         | 
         | I'm not going to stay alive because the universe forgot to
         | enforce the dying part of me being mauled by a bear.
        
         | sam_lowry_ wrote:
         | > coterie of sexual behaviors
         | 
         | Are you saying we can witness that in people too?
        
           | lordnacho wrote:
           | Hmm I think I meant menagerie. But yes, evolution and
           | especially sexual selection creates a lot of interesting
           | behaviors, and some of them a purely win-lose, and yes in
           | people as well. There's a reason cheating on your partner is
           | a trope of soap operas.
        
         | boppo1 wrote:
         | I hate when people refer to our regime of interest-rate
         | intervention as capitalism. The primary feature of capitalism
         | is price discovery, which we have intentionally given up.
         | 
         | 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.
        
           | 8note wrote:
           | The defining feature of capitalism is the private ownership
           | of capital. You can have whatever pricing mechanisms you like
           | as long as the profits go to the owner
        
       | shadowgovt wrote:
       | > Web Two was don't be evil. Web Three is can't be evil. You bake
       | it into the code that you can't be evil.
       | 
       | 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.
        
         | 8note wrote:
         | Sounds reminiscent of when ML scientists were surprised that
         | they built racist systems, assuming that their race-free math
         | meant that the resulting system would also be race-free
        
       | mrkramer wrote:
       | Bullshit Jobs aka jobs that can be automated.
        
       | iantimothy wrote:
       | > Since Filipinos are the largest growth market for Axie
       | Infinity, they must also be a major source of money flowing into
       | the system. Instead of being a net provider of jobs and capital,
       | it appears to just be redistributing the same wealth between
       | Filipinos, and collecting a 4.25% cut for the service.
       | 
       | 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.
        
       | originalvichy wrote:
       | It seems that after a few years of relative calm in the crypto
       | scene (bitcoin just used to transact, mine or invest) the easier
       | it got to roll-your-own-crypto the more magical ways we are
       | finding uses for it. I had no idea this existed before.
        
       | k__ wrote:
       | A bit like social media points, right?
       | 
       | 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.
        
         | badlucklottery wrote:
         | Charlie Booker had a similar take back in 2013:
         | https://www.youtube.com/watch?v=fjGh_lE6EGY
        
       | jayd16 wrote:
       | Selling digital goods for real money is pretty well tread. What
       | does web3/crypto add here?
       | 
       | 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?
        
         | Calavar wrote:
         | It is a marketing gimmick. Like the article says, the addition
         | of NFTs is just a bunch of techno mumbo jumbo to build a facade
         | of credibility and blind people to the fact that these games
         | are digital Ponzi schemes.
        
         | jonwalch wrote:
         | I don't think you're missing a ton. Getting game developer buy
         | in is definitely the biggest challenge.
         | 
         | 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.
        
           | jayd16 wrote:
           | You say free but they'll need to integrate with the chain for
           | all transactions. Simple loot drops will need to be put on
           | the chain. Seems pretty onerous compared to the normal
           | implementation. Odds are they would need to duplicate all the
           | functionality in game as well.
        
             | jonwalch wrote:
             | My bad, I assumed we were already talking about on chain
             | games. I agree that on chain loot drops are more difficult
             | to implement than the traditional way. We'll have to see
             | how much gamers in the future care about their items being
             | NFTs or not.
        
         | chii wrote:
         | > wouldn't gamers just hack their own items?
         | 
         | if the game could be such that this is equivalent of proof-of-
         | work, then it would be fine.
        
       | sam_lowry_ wrote:
       | >Games that maximize property rights (as Axie Infinity wisely
       | hasn't) >are bound to be overrun with cheaters and bots, which in
       | turn will >just bring down the value of in-game assets anyway.
       | 
       | 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.
        
       | Dowwie wrote:
       | The next wave of exploitation in this web3 space will involve
       | lending practices. Kids will pledge their digital assets as
       | collateral to buy other goods on margin. Their assets will lose
       | value in the market and the kids will receive margin calls to
       | restore balances or forfeit everything in the game, including
       | reputation.
        
         | presentation wrote:
         | I just looked up a youtube video about Axie and it seems this
         | is already happening lol
         | 
         | https://youtu.be/xKgV4V0aq7M?t=328
        
       | tduberne wrote:
       | I did not read the book, but my understanding of "bullshit job"
       | is a job that is useless to the entity paying for it: you could
       | remove that person completely, and everything would continue to
       | work. This seems very different from what is at play here: the
       | game studio very carefully designed the game to attract those
       | grinders, and this is how the studio makes money. The article
       | clearly sees this as well, by labeling the game as a ponzi
       | scheme.
        
         | azemetre wrote:
         | The point is that bullshit jobs don't contribute anything to
         | society (at least my take after reading the book).
         | 
         | 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.
        
       | talove wrote:
       | Axie Infinity isn't interesting as a game, but as a model it is.
       | 
       | 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.
        
         | bagels wrote:
         | What were the vile statements?
        
         | slx26 wrote:
         | Agree with the first part of the comment, but at the end, when
         | you say:
         | 
         | >> "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.
        
         | pydry wrote:
         | The TSA was created and Afghanistan was invaded because America
         | felt like it needed a proportionate response to 9/11.
         | 
         | Locking cabin doors was sufficient to prevent it but didnt
         | "feel" like nearly enough.
        
           | throwaway0a5e wrote:
           | Afghanistan was invaded because the people in charge of it
           | were tragically unwilling to turn over their unruly house
           | guests and we were tragically unwilling to demand they do so
           | in a contextually appropriate way. I think it is probably one
           | of the biggest tragedies of foreign diplomacy in recent US
           | history.
           | 
           | 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.
        
             | pydry wrote:
             | >Afghanistan was invaded because the people in charge of it
             | were tragically unwilling to turn over their unruly house
             | guests
             | 
             | 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.
        
       | mherdeg wrote:
       | Is this different from the phenomenon described at
       | https://en.wikipedia.org/wiki/Gold_farming?
       | 
       | 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?
        
         | Retric wrote:
         | AC costs money, in most of the world they would do without and
         | have extra heat from the PC. Also, limited range of motion plus
         | extremely long workweek quickly results in RSI.
        
           | beambot wrote:
           | This feels like a "let them eat cake" reply when compared to
           | agrarian labor...
        
             | Retric wrote:
             | How much money people make is a separate question, but
             | playing games is likely worse for the body than most forms
             | agrarian labor. Excluding accidents with heavy machinery.
        
               | beambot wrote:
               | As someone who worked on a midwestern farm as a child, I
               | will respectfully disagree with your assessment -- farm
               | labor is significantly more harmful to your body than
               | working at a computer.
        
               | Retric wrote:
               | I have also done both, computer work is only easier when
               | you have a short work day. Try working a gold farmers
               | 80-90 hour week and it will quickly wreck you.
        
         | newaccount74 wrote:
         | The article suggests that the game is currently only played by
         | people hoping to make money. The money paid out to old players
         | comes from new players.
         | 
         | It's just a Ponzi scheme.
        
         | betwixthewires wrote:
         | I wouldn't call it donating if they're grinding for it.
         | 
         | 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.
        
         | PeterisP wrote:
         | The original article seems to assert that there are essentially
         | no non-grinder buyers (which would be a key distinction from
         | the gold farming) that in this case the existing grinders are
         | selling the items to the new-potential grinders who are paying
         | an initial investment with the hope of recovering it by
         | grinding - if that's the case, then it is essentially a classic
         | pyramid scheme where you as a newcomer pay so that future
         | newcomers would pay you more afterwards; which works until the
         | stream of new incoming money dries up.
        
         | anigbrowl wrote:
         | _Whoever is buying these things as a collector is basically
         | donating their wealth to others_
         | 
         | 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' -\\(deg_o)/-
        
         | advisedwang wrote:
         | Except that we end up spending a vast amount of human effort
         | doing work that fundamentally doesn't need to be done. There's
         | no actual economic output to paying people to break rocks.
        
           | paulryanrogers wrote:
           | I guess it depends on the grind involved. Some streamers are
           | paid to play games. They confess they don't always enjoy it
           | or every game that people want to watch, but it seems better
           | than some alternatives. And a few YouTubers I follow have
           | admitted to less than stellar career prospects otherwise.
           | 
           | 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.
        
             | JCharante wrote:
             | They aren't paid to play games, they are paid to interact
             | with the audience and tell stories. Looking at view counts
             | of clips with just stories vs clips with gameplay going on
             | will show it. Also, games have been the background in
             | videos or streams for a long long time, people who were on
             | YouTube circa 2010 will remember the YouTubers like
             | WoodysGamerTag or whiteboy7thst who played Call of Duty,
             | but that's never why people watched them. It was the hook
             | but people watched for their personalities.
        
           | ViViDboarder wrote:
           | Exactly. One could make an argument that the work some users
           | put in, once sold, result in value to the buyer, but that
           | value isn't generated by the worker. The developers created
           | the scheme and could deliver the value directly at no cost to
           | all players, poor and wealthy, but instead chose to create
           | meaningless work by making grinding opportunities.
        
             | scatters wrote:
             | I have the feeling that buyers feel they are getting more
             | value if the item was "generated" by grinding than if it
             | was created ab nihilo by the developers. Why, I have no
             | idea.
        
             | jbergqvist wrote:
             | One could also argue that if the developers did that, the
             | market value of the digital item in question would drop.
             | The value that the buyer receives is grounded in the large
             | time investment required to acquire the item in the game.
             | Even though it is completely artificial, it makes the item
             | more scarce and therefore more desirable to other players.
             | I totally agree that the fact that this power is in the
             | hands of the developers, though, makes these types of NFTs
             | far from the decentralized digital goods they are claimed
             | to be as pointed out by the author.
        
               | xg15 wrote:
               | This implies that anything that is scarce or requires
               | labour to obtain automatically becomes desirable and
               | rises in value.
        
               | jmagoon wrote:
               | Faux scarcity is a key concept in the crypto ecosystem.
        
               | chii wrote:
               | scarcity is a necessary, but insufficient condition for
               | desirability.
        
               | xg15 wrote:
               | I think it's not even necessary. Otherwise, rights
               | holders wouldn't have to put in so much effort to hold up
               | the other form of artificial scarcity, DRM. Free software
               | wouldn't exist.
        
           | nlitened wrote:
           | Imagine there's a multi-billion dollar industry where some
           | people record sound waves made with their vocal cords, and
           | other people pay _real money_ monthly to have a chance to
           | replay those waves for entertainment only.
        
             | jayd16 wrote:
             | The difference is that a game company could just sell gold
             | directly. If music creation could be automated so easily
             | we'd probably do that too.
        
             | user-the-name wrote:
             | Do you not understand that people find it pleasurable to
             | listen to music, or what?
        
               | bagels wrote:
               | And, inexplicably, people find pleasure (or are merely
               | addicted to) in digital coins in a game too.
        
               | user-the-name wrote:
               | The two are in absolutely no way whatsoever comparable,
               | don't be ridiculous.
        
               | StanislavPetrov wrote:
               | Says who? Who are you to say that what amuses one person
               | has more value than what amuses a different person?
        
               | user-the-name wrote:
               | Says any sane person, jesus christ. Stop being
               | intentionally daft, it is not the same as being clever.
        
           | StanislavPetrov wrote:
           | >Except that we end up spending a vast amount of human effort
           | doing work that fundamentally doesn't need to be done.
           | 
           | 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.
        
           | 999900000999 wrote:
           | But there's an economic drain if you fire all the rock
           | breakers, and they end up on the streets.
           | 
           | 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.
        
             | imtringued wrote:
             | There is no such problem with negative interest rates :)
        
             | nradov wrote:
             | People keep claiming that automation is coming for most
             | jobs, and yet we still don't have reliable, affordable
             | robots that can do basic tasks like cooking a decent
             | hamburger or stocking store shelves or snaking a plugged
             | toilet. This belief in major automation advances is more
             | like a religion than something grounded in hard science.
             | Sure automation will gradually increase over time but it's
             | going to be a long, slow grind.
        
               | 8note wrote:
               | A huge amount of automation goes into cooking a decent
               | hamburger, stocking store shelves, and snaking a toilet,
               | mind you.
               | 
               | I'm not sure id consider those basic, either. A toddler
               | couldn't do any of them
        
             | foxfluff wrote:
             | This fits Graeber's thesis; "The book [..] makes the case
             | that the ruling class stands to lose from the proletariat
             | having extra free time on their hands"
        
         | duskwuff wrote:
         | It's different inasmuch as it's even stupider.
         | 
         | 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.
        
           | fragmede wrote:
           | Pay-to-earn is such a scam inflicted on the poor though.
           | Imagine you've been trying to get a job for _months_ , your
           | meager savings are dwindling, and a company says that to get
           | the job, you need to pay them $100 to run a "background
           | check". Of course, you don't get the job. but you're still
           | out that money. On the _remote_ chance that you do, it 'll
           | take you almost a week at minimum wage to earn back that
           | money, and you're likely to have to wait 2 or 4 weeks until
           | you see it (which you don't have the money for). None of this
           | works from an economic standpoint, it's outright slavery!
        
           | jeremyjh wrote:
           | The question is answered in TFA:
           | 
           | > 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
        
             | jakemal wrote:
             | > It sounds more like a Ponzi scheme in a Gold farming
             | disguise to me.
             | 
             | 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.
        
               | mminer237 wrote:
               | The in-game currency's purpose is to breed new Axies
               | though. If there wasn't increasing demand for Axies, SLP
               | would be worthless.
        
               | jakemal wrote:
               | Is that the only use of the currency or just one possible
               | use?
        
               | mminer237 wrote:
               | I have not played Axie Infinity, but to the best of my
               | knowledge that is the only use of Smooth Love Potions.
        
               | quarterbackrush wrote:
               | What ends up happening is the smooth love potion becomes
               | used as transactional currency in Philippines besides
               | being a game currency to purchase Axies. This is not
               | going to be what the government wants and who knows what
               | can happen next, but as you see this automatically gives
               | people a way to transact digitally by using the
               | underlying infrastructure without a fintech company
               | 
               | 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
        
             | JCharante wrote:
             | The problem with play to earn however is that it encourages
             | people to play the game to earn money instead of fun, which
             | causes inflation to the point where it's not worth the time
             | of a casual player to do the grindy parts of the game and
             | instead just lay people who grind all day. This is why play
             | to earn is terrible, gold farmers will increase currency
             | faucets without increasing currency sinks, and it is
             | terrible for any game with a lot of player trading.
        
               | jeremyjh wrote:
               | At least for the years I played CCP managed to create
               | keep inflation under control and markets functioning
               | pretty well. I think the percent of players who were
               | either buying or selling ISK was fairly low, less than
               | 15% is my guess but there are a lot of different ways to
               | play the game so my experience may not be representative.
        
           | [deleted]
        
       | ggm wrote:
       | A reminder that the Greek finance minister Yanis Varoufakis at
       | one point in his pre parliamentary career did extensive work on
       | the economics of MMOs for valve, eve online.
        
       | TeeMassive wrote:
       | > David Graeber makes the case that a sizable chunk of the labour
       | economy is essentially people performing useless work, as a sort
       | of subconscious self-preservation instinct of the economic status
       | quo.
       | 
       | Isn't it unavoidable in a world with food surplus and automation?
        
       | p2p_astroturf wrote:
        
       | coldtea wrote:
       | > _but when I read the book a few years back, I was skeptical
       | that any mechanism to create bullshit jobs could arise from a
       | system as inherently Darwinian as capitalism._
       | 
       | 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.
        
       | anm89 wrote:
       | I still totally fail to understand this concept. Is there
       | anything here beyond impotent whining? What are they proposing to
       | do? They subjectively call it bullshit but other people choose to
       | play totally free from compulsion.
       | 
       | What should we do? Physically restrain them from playing?
        
         | SpicyLemonZest wrote:
         | We should raise awareness that it's a scam so that reputable
         | people don't fund and promote it. In particular, I hope they
         | can be stopped from raising a series C, limiting their ability
         | to keep the scam going once they exhaust the $150m A16z gave
         | them.
        
       | [deleted]
        
       | Exendroinient wrote:
       | I don't see more games utilizing that mechanic, besides some the
       | awful mobile gacha's.
        
       | victorvosk wrote:
       | So many of these conversations can be broken down to the things
       | you find valuable might not be the thing others find valuable and
       | there is no right or wrong. You either get it or you don't. I
       | have zero desire to collect model trains, but I understand some
       | people do and there is probably value there in that community.
        
       | mmaunder wrote:
       | Our fiat based economy is play to earn with the government that
       | backs your favorite currency as overseer that can "ban" or
       | penalize you. You're required to participate to gain access to
       | exchangeable currency. And the platform you're using (your
       | government and their economy) takes a cut in the form of taxes -
       | and inflation when they're printing money.
       | 
       | 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.
        
       | platistocrates wrote:
       | The author makes the point that bullshit jobs shouldn't exist in
       | capitalist systems, since they are inherently Darwinian.
       | 
       | 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.
        
       | cblconfederate wrote:
       | Meanwhile there are legit decentralized, fun, self hosted games
       | whose hosts barely make any money to sustain their servers. But
       | because they are truly decentralized, VCs won't touch them
       | because they can't control them. I swear this web3 thing will die
       | from lack of market fit
        
       | narrator wrote:
       | There is such an enormous amount of slack in the system. 2% of
       | the workforce is involved in agriculture, and it used to be 90%.
       | What did the other 88% do with all that free time?
       | 
       | A lot of the Web3 and game economy is just people massively
       | overpaying for entertainment.
        
       | Sebguer wrote:
       | > I was skeptical that any mechanism to create bullshit jobs
       | could arise from a system as inherently Darwinian as capitalism.
       | 
       | 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...
        
       | echopurity wrote:
        
       | xg15 wrote:
       | > _We believe in a future where work and play become one._
       | 
       | I'd like to nominate this statement as one of the most cynical
       | sentences of the year.
        
         | JohnWhigham wrote:
         | People can now no longer say those who wish for the games of
         | decades past are wearing rose-tinted glasses when there's this
         | dog shit that's actively being peddled as the future of games.
        
         | bspammer wrote:
         | Imagined meaning: work, but fun!
         | 
         | Actual meaning: play, but boring!
        
       | kseifried wrote:
       | You mean like the people paid to wait in line for other people at
       | US gov hearings?
       | 
       | https://www.vox.com/policy-and-politics/2019/2/13/18223836/p...
       | 
       | Sounds awfully similar to "completing tasks contrived by a game
       | designer"
        
         | chii wrote:
         | Paying for someone to stand in line for you isn't a bullshit
         | job tho - it's generating value because the person paying is
         | obviously otherwise occupied with a better use of their time,
         | and thus can afford to pay someone else to stay in the queue.
        
       | moneywoes wrote:
       | If they can ban players fir cheating how is the game
       | decentralized?
        
       | brudgers wrote:
       | For context, Graeber talking about Bullshit Jobs on BookTV:
       | 
       | https://youtu.be/6eyaDHj5I5g
        
       | hypervisorxxx wrote:
       | This play to earn title is a particularly annoying dig at the
       | recently blown up phrase where users can play to earn Blockchain
       | tokens in nft based games which has actually enabled young men in
       | the Philippines to quit their jobs as taxi drivers and involved
       | them in an ecosystem which otherwise has exacerbated inequalities
       | and trampled on the rights of humans in their country as
       | historically corrupt government has minimsed the earning
       | potential of the working class not and left the upper class
       | eternally skeptical of their own government.
       | 
       | 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.
        
         | chii wrote:
         | The article's point was to say that these grind games are not
         | actually adding economic value, because it required existing
         | wealth to come into the system to pay out the grind (and the
         | company sucks out some transaction fees).
         | 
         | The game itself may possibly be fun for those that pay (instead
         | of grind), but that's hard to judge.
        
       | jollybean wrote:
       | 'Play To Earn' is obviously in a different category of
       | identifiable BS jobs.
       | 
       | 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.
        
       | Cypher wrote:
       | I prefer it over the mobile microtransaction loot box culture of
       | the last decade.
        
         | jeremyjh wrote:
         | Have you played the game? Is it actually fun?
        
       | 58x14 wrote:
       | In the late 2000s, as a teenager, I was gifted a Runescape
       | account. This account had level 80+ woodcutting, allowing one to
       | chop magic trees - which would produce the most expensive lumber
       | in the game. It took a staggering number of real hours to achieve
       | this skill level, we're talking several hundred hours minimum.
       | 
       | 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.
        
         | M5x7wI3CmbEem10 wrote:
         | how did you find btc via rs?
        
           | 58x14 wrote:
           | Others in this thread mentioned similar patterns of acquiring
           | and selling virtual assets. PayPal was a common money
           | transfer platform and eBay was a common marketplace (before
           | they banned the sale of digital items).
           | 
           | I stopped using PayPal for... a number of reasons, and BTC
           | was a functional alternative.
        
         | danShumway wrote:
         | I know a lot of people have fond memories of this kind of
         | thing, but from a designer perspective, is it good that a game
         | is so boring that players are willing to pay real-world money
         | to skip parts of it? Runescape set up a system that was so
         | grind-heavy that players broke server rules and wrote automated
         | scripts to grind for them, and other players gave them money to
         | do that. Because the minute-to-minute gameplay of Runescape was
         | bad; people were willing to pay $10 of real money to remove 4-6
         | hours of gameplay from the game.
         | 
         | 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.
        
           | foxyv wrote:
           | This kind of grinding is probably the part I enjoy most about
           | games. It's almost meditative. I usually play games to kill
           | time anyways. I guess that's why I enjoyed games like FF8,
           | WoW, and Maple Story.
        
           | tomrod wrote:
           | > I know a lot of people have fond memories of this kind of
           | thing, but from a designer perspective, is it good that a
           | game is so boring that players are willing to pay real-world
           | money to skip parts of it?
           | 
           | 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.
        
           | dustintrex wrote:
           | > _is it good that a game is so boring that players are
           | willing to pay real-world money to skip parts of it?_
           | 
           | 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:
           | 
           | https://gyrovague.com/tag/clash-of-clans/
        
           | jrootabega wrote:
           | In my experience, plenty of people will want to skip even the
           | most fun game experiences to get to the farming/grinding
           | endgame just to watch their numbers and loot collection
           | expand.
        
           | taurath wrote:
           | It's a bit disheartening when you look at how many people
           | deal with the numbness ever present in their lives by playing
           | games that mete out little rewards in easily quantifiable
           | bits. This is not what humans need, or, if we're honest,
           | want.
        
             | gedy wrote:
             | Isn't this the same as many of us do even outside of games?
        
               | oblio wrote:
               | Yeah, but we're not in the matrix yet, so optimizing for
               | real life has other beneficial side effects.
        
           | popcube wrote:
           | your game should so funny that they cannot give up it, but it
           | is so boring result in they want to pay money for skipping
           | it. this is business model.
        
           | alsetmusic wrote:
           | > ... from a designer perspective, is it good that a game is
           | so boring that players are willing to pay real-world money to
           | skip parts of it?
           | 
           | 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:
           | 
           | https://www.youtube.com/watch?v=-_n5nbx0Z9s
        
           | pjc50 wrote:
           | > is it good that a game is so boring that players are
           | willing to pay real-world money to skip parts of it?
           | 
           | 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.
        
             | kibwen wrote:
             | _> 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.
        
               | alisonkisk wrote:
               | You mean, take it not seriously at all, and exploited by
               | the government (lottery) to rip off its own citizens?
               | 
               | Sports gambling via apps is getting huge and deregulated
               | and advertised on major TV broadcast networks.
        
               | oblio wrote:
               | It depends on where you are. In many places sports
               | gambling is starting to be cracked down on.
               | 
               | Plus having a single state owned lottery is better than
               | 1000 shady companies competing, and lottery revenues can
               | even be used for state budgets.
        
           | sva_ wrote:
           | > is it good that a game is so boring that players are
           | willing to pay real-world money to skip parts of it?
           | 
           | 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.
        
           | themacguffinman wrote:
           | While I personally agree with your view that gameplay should
           | always be actually fun, I think that misses the magic of
           | games for a significant population of gamers.
           | 
           | 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.
        
             | danShumway wrote:
             | > I think that misses the magic of games for a significant
             | population of gamers.
             | 
             | 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.
        
               | Talanes wrote:
               | >They're sending the clearest possible economic signal
               | they can that the grind isn't a positive or rewarding
               | experience for them.
               | 
               | 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.
        
               | danShumway wrote:
               | > There's a good deal of microtransactions where the
               | person spending the money still wants everyone else to
               | have to grind for it.
               | 
               | 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.
        
               | NickNaraghi wrote:
               | > 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.
               | 
               | 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.
               | 
               | 0: https://crystalmathlabs.com/tracker/suppliescalc.php
        
               | danShumway wrote:
               | > 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).
               | 
               | 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.
               | 
               | ----
               | 
               | 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.
        
               | themacguffinman wrote:
               | Like I mentioned earlier: it's not just about
               | fun/enjoyment, it's about being rewarded by the game. In
               | both real life and games, people will overcome challenges
               | they don't enjoy because it is rewarding in a way that
               | isn't necessarily just "fun". Eliminating a day's worth
               | of grind in real life is surely very rewarding as well
               | but it's very difficult and rare to do. In a game like eg
               | Runescape, such an impactful and rewarding feat is rather
               | achievable, it only costs $10 and almost everyone can
               | afford it. If you don't have $10 to spare then you can
               | achieve it with time. The grind is just a challenge to
               | overcome, and that doesn't have to be fun but challenges
               | are often rewarding to overcome.
        
               | danShumway wrote:
               | > such an impactful and rewarding feat is rather
               | achievable, it only costs $10 and almost everyone can
               | afford it.
               | 
               | 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.
        
               | themacguffinman wrote:
               | Well ok, that's just like your opinion, man. Like I said
               | in my original comment, I avoid it personally but I find
               | it hard to criticize objectively. Like so many things
               | these games do, it's just a cheap imitation of real life
               | where this stuff is everywhere. People can and do spend
               | to overcome challenges in real life all the time while
               | the proles meagerly grind away, there's so many meatspace
               | mechanics like this but it takes a lot more than $10.
               | Since many people will never achieve that kind of
               | substantial wealth in their entire lives, these games
               | offer a fake world where they can. Using fantasy worlds
               | to escape the shitty reality we live in is such an old &
               | boring concept.
               | 
               | 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.
        
             | emodendroket wrote:
             | I can't stand this kind of thing, but I do enjoy a lot of
             | games that basically punish you until you develop enough
             | skill to beat them. This is its own form of "grinding," I
             | suppose, but one I find much more rewarding than
             | essentially being rewarded for the number of hours I'm
             | willing to do monotonous tasks.
        
               | tptacek wrote:
               | The distinction is that you would never pay someone to
               | learn how to beat the Orphan of Kos for you; the pleasure
               | is in getting your ass kicked to the point where you
               | throw the controller across the room, only to pick it up
               | again a couple hours later. That's exactly the experience
               | these Bullshit Games _aren 't_ creating.
        
               | lazyasciiart wrote:
               | I don't think it's true that nobody would pay to learn
               | it. A friend made significant money as a dota tutor, and
               | there's whole sites full of people selling tutoring time
               | https://www.superprof.com/lessons/gaming/united-states/.
               | Similarly, people pay for cheats/unlocks/walkthroughs.
        
               | emodendroket wrote:
               | Metafy is a big one too. But notably people are largely
               | willing to pay if the game is played competitively. For
               | single-player games, not so much.
        
               | themacguffinman wrote:
               | That's true for a lot of players but the problem is that
               | like any real-life skill, many players will hit a low
               | ceiling of mastery in certain skills for whatever reason.
               | Regardless of whether they're unwilling or unable, these
               | low-skill players will not feel rewarded by the game.
               | That's a problem if you're targeting a broad audience of
               | players (which tends to be the most profitable strategy).
        
             | 2muchcoffeeman wrote:
             | I used to play WOW until I realised what I was doing. I
             | still remember the day I quit because I was supposed to
             | show up for some massive raid and just didn't. I have not
             | logged in since.
             | 
             | 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.
        
             | Joeri wrote:
             | _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._
             | 
             | 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.
        
             | bentcorner wrote:
             | > _Of course the elephant in the room is that this "reward"
             | is artificial_
             | 
             | 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.
        
               | oblio wrote:
               | The real economy keeps us fed and clothed and sheltered
               | and alive, so I'd call it very much real.
        
           | jallen_dot_dev wrote:
           | Grinding is boring but it's also extremely satisfying when
           | you finally achieve your desired level. It feels like a real
           | achievement, and it lets you show off to other players
           | because they know how much time you had to spend. If it was
           | also fun, it wouldn't be as impressive. In that way it's sort
           | of like Proof of Work in Bitcoin. If it wasn't a total waste
           | (that is, if the work itself produced something useful that
           | was worth something) then it wouldn't do its job as a
           | disincentive to cheat the system because you're not actually
           | wasting anything by doing the work.
        
             | jkhdigital wrote:
             | > In that way it's sort of like Proof of Work in Bitcoin.
             | 
             | 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.
        
             | danShumway wrote:
             | > It feels like a real achievement
             | 
             | 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?
        
               | jallen_dot_dev wrote:
               | You can buy your way into a prestigious school. I don't
               | see how some people paying to skip the work denies the
               | achievement of those who don't skip it.
        
               | danShumway wrote:
               | > You can buy your way into a prestigious school.
               | 
               | 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."
        
               | jallen_dot_dev wrote:
               | Ok I see your point now and I agree. If there is no way
               | for others to distinguish between grinding and pay-to-win
               | then social signaling ceases to be a motive and you're
               | only left with personal satisfaction.
        
           | josh2600 wrote:
           | I have to say that many of my fondest memories from all kinds
           | of systems; games, work, play, all of my favorite times were
           | when I was finding an unscratched edge in a model. There's
           | something superlative about finding a hack, a way to obtain
           | something that the designer of the game did not intend. The
           | feeling of "I know your game better than you do" is something
           | I shall never forget.
           | 
           | 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.
        
             | saiya-jin wrote:
             | You make it sound so posh but there is other, much more
             | real face to all this - breaking the game for everybody
             | else. You are basically having fun at the expense of
             | literally everyone else involved.
             | 
             | 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.
        
           | aww_dang wrote:
           | If people care enough to exploit your game or buy items in
           | your game economy, your game is a success. If it was truly
           | boring, they wouldn't bother.
        
           | syntheweave wrote:
           | The reason grinding exists is also economic in nature: the
           | "consumer value for money" equation is often reduced to
           | maximizing hours of playtime. This has led to extremely
           | padded gameplay all throughout when we compare to arcade
           | games, which are premised on "operator value of time" and
           | therefore always endeavor to shuttle players in and out of
           | their session in a few minutes.
           | 
           | 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.
        
             | [deleted]
        
           | redisman wrote:
           | That's a very romantic view of the goals of game design. For
           | a live service game the metrics to hit are mainly retention
           | and monetization. Whether something is subjectively fun
           | doesn't really come into the picture
        
             | thih9 wrote:
             | If this was 100% true for all live service games, then they
             | would all resemble casino games; a lot do, but some don't.
        
               | oblio wrote:
               | Which ones don't?
        
           | jkhdigital wrote:
           | People play games for all sorts of personal reasons. "Boring"
           | gameplay is apparently in demand. If you don't like that kind
           | of game, don't play it. If you don't understand how anyone
           | else could possibly spend time on it, then maybe you should
           | open your mind and talk to some of these people to try and
           | understand what is undoubtedly a much more complex phenomenon
           | than you believe it to be.
        
             | danShumway wrote:
             | This is ignoring the reality that people are paying to get
             | rid of this gameplay. I do understand why people like
             | boring games, I've sunk my own share of time into
             | therapeutic experiences like Animal Crossing, and even a
             | few pure idle games. I've grinded out 100% soul collections
             | in old Castlevania games. That kind of repetitive action
             | and optimization can be personally rewarding and
             | emotionally satisfying. And I've no doubt that some players
             | of these games genuinely enjoy the minute-to-minute process
             | of chopping logs.
             | 
             | 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.
        
           | ashtonkem wrote:
           | At a certain point these look less like games, and more like
           | status symbols being pursued. I suspect that this explains
           | much more of the economic and social aspect of things like
           | Runescape more than trying to think of them like a game.
        
           | 58x14 wrote:
           | I agree with you ideologically but challenge this statement:
           | 
           | > [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?
        
             | danShumway wrote:
             | There is a valid conversation to be had about whether art
             | needs to be edifying. However, I think we're talking about
             | an entirely different level of exploitation when we talk
             | about making something so unpleasant that people are
             | willing to pay to get rid of it.
             | 
             | 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.
        
           | nohr wrote:
           | Runescape never intended folks to hit that high a level. Two
           | brothers made the game and they just kind of filled the
           | endgame levels never expecting anyone to reach it. Later,
           | they added more and more content to fill those later levels.
           | So it also suprised them I guess.
        
           | meheleventyone wrote:
           | I agree with most of this including pay-to-earn, more
           | worryingly there are other types of to-earn being floated
           | like learn-to-earn. It's almost like people are rushing
           | headlong into dystopia and ignoring all the downsides of
           | extrinsic rewards.
           | 
           | 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.
        
           | TameAntelope wrote:
           | I wouldn't think of a game like Runescape as one thing, but
           | more of a collection of many things.
           | 
           | 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.
        
             | danShumway wrote:
             | It's odd that this doesn't come up in other media or other
             | experiences, right? The closest analogy I can think of is
             | unskippable advertising.
             | 
             | 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.
        
               | Talanes wrote:
               | >We never have a movie series where people pay extra
               | money to remove scenes.
               | 
               | Star Wars fans keep asking though.
        
               | danShumway wrote:
               | :) Okay, that's a fair point. The Lucas estate/Disney
               | continue to be kind of weird about this.
        
             | cortesoft wrote:
             | I don't know if it is possible to have "pay to skip" not
             | become "pay to win" in an MMO.
             | 
             | 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.
        
               | syvolt wrote:
               | People getting around games ToS' will always be a thing -
               | since Runescape is the example being used, it is
               | expressly banned to both purchase and sell gold coins.
               | This is not a problem exclusive to MMOs, it's a problem
               | with any game with a leveling system, currency, or items
               | that are tradable between players.
               | 
               | 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...
        
               | TameAntelope wrote:
               | Then maybe it's fine to be "pay to win"? Seems like
               | millions of people are enjoying their time spent, and are
               | willing to spend more time to continue to win.
               | 
               | Who are we to judge?
        
               | Bjartr wrote:
               | The presence of aggregate societal harm tends to be the
               | motivator for other regulation around otherwise voluntary
               | behavior such as gambling. So if that harm can be
               | demonstrated then there may be a case for legislating if
               | companies can offer such games and on what terms they can
               | do so.
        
           | cardosof wrote:
           | I believe this is what happens with any open world MMO.
           | There's no storyline to finish, there's no ending, and game
           | devs have incentives to keep players playing forever (the
           | more hours a player plays, the more likely he will spend more
           | money).
           | 
           | 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.
        
             | alisonkisk wrote:
             | Chess (and most competitive games/sports/simulators) has
             | almost 0 content from "the devs". The rest is UGC/PVP
             | challenges. Endless replay value, endless opportunities to
             | practice and study for an advantage, no forced grind.
        
             | meowface wrote:
             | >There's only two ways to keep players playing: new content
             | and/or grinding mechanics.
             | 
             | 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.
        
               | Talanes wrote:
               | > I'm convinced the best MMOs to come out over the next
               | 20 years will have very little content and very sparse
               | grinding mechanics.
               | 
               | 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.
        
               | nextaccountic wrote:
               | > 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.
               | 
               | 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)
        
               | ljm wrote:
               | It sounds a bit like EVE Online, which is also an MMO
               | where the base game is really just a foundation for
               | everything else that happens.
        
               | SubuSS wrote:
               | Eve had a huge grind situation at least when I played it
               | 10 odd years ago. You need to skill up, make isks, buy
               | fancy ships and blow em up. I guess you could putter
               | around in a tiny beginner ship - but considering there
               | wasn't much dog fighting skills involved, it was lame.
               | You could build a corp - again need isks.
        
             | musicale wrote:
             | > even though it's arguably boring, I find it relaxing
             | 
             | Fishing in Final Fantasy XIV is boring yet strangely
             | relaxing, and in many cases doesn't even require looking at
             | the screen.
        
               | hailwren wrote:
               | There's something fundamentally satisfying to the human
               | psyche about understanding a set of rules and optimizing
               | actions against them. I think it hits that 'feeling
               | smarter than something' nerve.
               | 
               | We've probably lost some potentially fantastic physicists
               | to MMOs.
        
               | Natsu wrote:
               | This is the hard part about "value creation." Is
               | something that makes someone happier--even if others see
               | that same thing as pointless waste--value?
               | 
               | 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.
        
             | thombat wrote:
             | Now you've made me wonder: those hours I spent mesmerised
             | by watching the colourful display of Windows 95 defragging
             | the disc, would I have paid a monthly subscription for it?
             | What if they'd added achievements, or leveling up?
             | "Congratulations! Your wizard can now restructure directory
             | chains!"
        
               | Lammy wrote:
               | http://progressquest.com/
        
               | musicale wrote:
               | Apparently the original idle game (according to wikipedia
               | at least) although modern idle games are probably
               | influenced by Cookie Clicker and others as well.
               | 
               | I've occasionally been tempted to play Idle Champions
               | which seems similar.
        
               | tomc1985 wrote:
               | Idle Champions is fun but the numerical scaling on that
               | game is whacky. It only takes like a month before you're
               | doing 1 googol (1^100) damage and little dwarves or
               | gnolls or rats or whatever drop a similar amount of gold.
               | They say it's to differentiate effectively between linear
               | and exponential scaling, but the end result is just
               | whacky.
               | 
               | It's the only game I've ever played where your damage
               | output is most effectively measured by the size of its
               | exponent
        
               | joombaga wrote:
               | I'm pretty into the idle/incremental game concept, though
               | they're rarely implemented to my taste.
               | 
               | It's difficult to quantify what makes a good one, but my
               | favorite is Universal Paperclips.
               | 
               | https://www.decisionproblem.com/paperclips/index2.html
        
               | bncy wrote:
               | Man, this is great, I've just wasted 30 minutes playing
               | this.
        
               | esoterae wrote:
               | The old #idlerpg was fun, in a historic sense (reading
               | the log). I wonder when that got written. Anybody
               | remember? Google doesn't.
        
               | nradov wrote:
               | I've seen people watching mesmerized as a Roomba vacuumed
               | the floor. A time saving device indeed!
        
               | alchemism wrote:
               | Don't forget to prep the floors before every run!
        
               | oblio wrote:
               | Prep the floors?
        
               | varsketiz wrote:
               | Floors need to be tidy for the robots to do their work
               | (no clothes on the ground). There might be places that
               | are difficult for the robot to clean without help -
               | chairs might need to be put out of their way. In my home
               | I put a plank to make a step smaller, if I don't, it
               | can't go to the bathroom.
        
               | animal531 wrote:
               | I once defragged a drive multiple times, which promptly
               | killed it, so I'm not sure how turning it into a game
               | would have turned out.
        
               | exikyut wrote:
               | Hmm, that's a pretty powerful proof-of-work mechanic
               | you've got there. "DefragCoin", anyone? Now we just need
               | a way to achieve unilateral consensus about whether a
               | given HDD is dead...
               | 
               | (/s)
        
             | danShumway wrote:
             | > 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.
             | 
             | 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.
        
             | bredren wrote:
             | >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.
             | 
             | 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...
        
             | Beldin wrote:
             | > _There 's only two ways to keep players playing: new
             | content and/or grinding mechanics._
             | 
             | I'd argue that PvP is a third option. Though that does
             | impose its own requirements to do justice and ensure
             | longevity.
        
         | jonathan-adly wrote:
         | Very similar story here.. I had a few party hats in Runescape
         | which made the whole NFT thing and to a lesser extent Bitcoin
         | so much easier to understand.
        
           | jayd16 wrote:
           | I still don't get it. We already sold digital assets so why
           | do we need NFTs or Blockchain? What does it add here?
        
             | KarlKemp wrote:
             | You need NFTs to have something to trade with your
             | cryptocurrencies. And you need cryptocurrencies to trade
             | NFTs.
        
               | jamiek88 wrote:
               | Yeah. It's for those don't wanna buy drugs.
        
             | wyre wrote:
             | NFTs are the equivalent of decentralized RS party hats.
        
               | rtkwe wrote:
               | Except instead of a fixed (or decreasing as people slowly
               | accidentally lose or leave the game with them in their
               | bank) amount anyone can make a new (ugly as hell) party
               | hat any time.
               | 
               | Oh and the party hat could just disappear leaving you
               | with a receipt saying you own... something no one can see
               | any more.
        
             | jonathan-adly wrote:
             | Party hats served no purpose whatsoever in the game except
             | as a status symbol (arguably even!). Yet, was worth a lot
             | of money in the game (and a god sum in real life for a high
             | schooler)
             | 
             | Humans are emotional animals, utility is a very poor
             | approximation of value.
        
             | smolder wrote:
             | A somewhat hard to erase record of which url "belongs" to
             | whom. That, and it gives them the appearance of having some
             | high tech magical properties that will lead to an explosion
             | in value, helping to justify asking prices to the marks.
        
         | gjs278 wrote:
        
         | Arubis wrote:
         | If you haven't already read it (or, heck, even if you have), I
         | _strongly_ suspect you'd have a blast with Neal Stephenson's
         | _REAMDE_: https://en.wikipedia.org/wiki/Reamde
        
           | 58x14 wrote:
           | Wow, thanks for the recommendation, I've added it to my
           | reading list!
        
         | wswope wrote:
         | Similar to your story, I learned how to program by writing
         | Runescape botting scripts.
         | 
         | 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.
        
         | rapind wrote:
         | In my early 20s I played an MMO called Asherons Call. I
         | discovered a vendor in one high level area that would sell bows
         | for less than a specific vendor in a low level area would buy
         | them, netting you a small margin per bow.
         | 
         | 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.
        
           | kbenson wrote:
           | > I think this sort of crap has ruined MMOs
           | 
           | 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.
        
           | maerF0x0 wrote:
           | > and gotten far more advanced
           | 
           | In some cases advanced is debatable . Chinese prisoners
           | forced to farm wow gold...
           | 
           | https://blogs.scientificamerican.com/observations/chinese-
           | pr...
        
         | DonHopkins wrote:
         | Here's a story about The Sims Online I posted a few years ago,
         | in which I described making a maze solving bot to quickly and
         | automatically generate millions of Simoleons, and an ad-hoc
         | solution to the delivery problem:
         | 
         | 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...
        
           | 58x14 wrote:
           | Surprised to see you're downvoted. I found this intriguing,
           | and mirrors many of my experiences with the logistics of
           | selling virtual goods.
        
         | dools wrote:
         | Seems like it taught you a lot about finance, which is
         | different from economics.
        
         | zitterbewegung wrote:
         | Yes but games now actively have to fight this or they become a
         | Money transfer agent and then you have to comply with anti
         | money laundering laws.
         | 
         | 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.
        
         | jallen_dot_dev wrote:
         | > It took a staggering number of real hours to achieve this
         | [woodcutting] level, we're talking several hundred hours
         | minimum.
         | 
         |  _[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.
        
           | oblio wrote:
           | > 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?
        
         | Kevin_S wrote:
         | RS was the perfect game for me and dramatically changed my
         | life. Started when I was 12, played for YEARS slowly getting
         | better.
         | 
         | 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.
        
           | shkkmo wrote:
           | > 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)
           | 
           | 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.
        
             | [deleted]
        
           | whatshisface wrote:
           | RuneScape was so famous for player scams it's a miracle
           | anyone was willing to open the trading window at all.
        
         | redisman wrote:
         | I traded custom scripts on a IRC channel. People would pay me
         | with party hats and Santa hats which were some of the most
         | ridiculously priced assets in the game.
         | 
         | 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
        
         | originalvichy wrote:
         | I wonder if we'll have politicians and political philosophers
         | in the near future who will credit MMO games for awakening
         | their keen eye on societal issues.
         | 
         | 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.)
        
           | mikhmha wrote:
           | I wonder the same. Played MMOs growing up. Got scolded a lot
           | for wasting time on video games.
           | 
           | 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.
        
           | bserge wrote:
        
         | tmp_anon_22 wrote:
         | Nitpicks because this game was my childhood. I totally support
         | your sentiment though.
         | 
         | > 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.
        
           | alexchantavy wrote:
           | Macros are what got me into programming. I wanna write a blog
           | on it if no one else has done it yet but you had different
           | tiers of it in between 2005-2007:
           | 
           | 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.
        
             | temprs wrote:
             | The ecosystem around SCAR was really impressive, and with
             | just enough drama to keep everyone interested as well.
             | Basic color clicking in SCAR was a concept but not enough
             | to make really sophisticated bots or to keep up with
             | attempts at detecting repeated behavior. The mods caught on
             | to exact pixel finding, abrupt mouse movements, and other
             | stuff that a typical SCAR script would generate. The
             | botting community developed the SCAR Resource Library (SRL)
             | to generalize common operations in a way that would be
             | undetectable (findObject, moveMouse, etc.), all with a
             | sufficient amount randomness baked in. With this library
             | you could write some _very impressive_ bots even though it
             | all boiled down to pixel finding and clicking at some
             | level. Over time there was some disagreement over the
             | development of SCAR (it was closed source and had a single
             | developer), and the SRL community rebranded to SRL Resource
             | Library (SRL) as the first attempt to move away from SCAR
             | as the only home for this pixel-finding-based library of
             | advanced botting functionality. Some maintainers of SRL
             | then introduced there own client as an open source
             | alternative to SCAR called Simba.
             | 
             | 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.
        
           | 58x14 wrote:
           | Delightful, I very nearly stopped my stream of consciousness
           | to check the numbers, I wondered if anyone else would. It
           | seems many of us share nostalgia around RS.
        
             | exdsq wrote:
             | When I get really bored I create a new account for fun. I
             | normally realize it's a waste of time and stop after about
             | 6 hours of clicking trees or ores lol. However it's always
             | cool to see it's still there and normally changes quite a
             | bit every time I go back to it. Skills go to 120 nowadays
             | for example!
        
               | PascLeRasc wrote:
               | You should look into the Old School Runescape game mode.
               | Someone just made a really captivating series limiting
               | his character to just one region of the game: https://www
               | .youtube.com/watch?v=rk5XuqLrf3U&list=PLWiMc19-qa...
        
           | wswope wrote:
           | > Botting in general was the wild west in this game from
           | about 2008 - ~2014.
           | 
           | 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.
        
             | stnikolauswagne wrote:
             | For those interested, here is a pretty well produced video
             | on the situation:
             | 
             | https://youtu.be/4ELRFROUf64
             | 
             | 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.
        
               | webinvest wrote:
               | The Youtuber Colonello also has a lot of good videos on
               | this topic
        
               | wswope wrote:
               | OH MY GOD. Thank you, sincerely, for the link!!
               | 
               | 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.
        
             | paulluuk wrote:
             | This is great, thanks for sharing!
        
             | tiltrus wrote:
             | There was also a lot of other history outside of Jacmob...
             | 
             | 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.
        
             | kingcharles wrote:
             | The key to a lot of bots isn't making them smart so they
             | can grind all day - that is usually the easy bit - but
             | making them dumb so they look like humans.
             | 
             | 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.
        
             | cevn wrote:
             | I think I was banned during that wave in 2011 and only just
             | recently got back into RS.
             | 
             | 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...
        
             | asenna wrote:
             | So glad you shared this story. Runescape was my childhood
             | as well. Would love to hear from Jacmob if he ever sees
             | this.
        
           | andrepd wrote:
           | >Absolutely. I learned devops managing really inefficient
           | gold farms that got free servers from the Azure promotions
           | when Microsoft cloud launched.
           | 
           | 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).
        
         | mancerayder wrote:
         | Anyone interested in some nostalgia?
         | 
         | 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...
        
           | almost_usual wrote:
           | I remember castles in Ultima Online going for thousands of
           | dollars around then on eBay. I think an 800pt Grandmaster
           | build character went for a couple hundred dollars to $1k
           | depending on the skill set.
           | 
           | 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.
        
       | yob28 wrote:
        
       | tfang17 wrote:
       | Axie is built on Ethereum, meaning in-game assets (NFTs) are
       | technically transferrable off-platform.
       | 
       | 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."
        
         | kranke155 wrote:
         | Pretty sure Axie has its own blockchain
        
           | tfang17 wrote:
           | Incorrect
        
         | robryan wrote:
         | No gameplay balancing by design sounds terrible. Release one
         | bad overpowered item or spell and the game is forever ruined.
        
           | tfang17 wrote:
           | Valid criticism.
        
         | rideontime wrote:
         | Axie has banned the assets of players who have violated the
         | TOS, so apparently they aren't decentralized enough to prevent
         | Vitalik's origin story from reoccurring. Or is your point that
         | those assets could be used in another game? Why would anybody
         | do that?
        
           | tfang17 wrote:
           | Axie may not be the end all be all, just a start towards a
           | new future of digital ownership.
        
       | hn_throwaway_99 wrote:
       | The thing I really like about this article is that, at least in
       | my mind, it really helped me clarify what I think of as "Bullshit
       | Jobs". It's not so much "do you consider your job useless", but
       | it's more along the lines of "Is your job set up to fulfill tasks
       | that were, generally, _arbitrarily_ designed by some gatekeeper?
       | "
       | 
       | 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.
        
         | np- wrote:
         | > "Is your job set up to fulfill tasks that were, generally,
         | arbitrarily designed by some gatekeeper?"
         | 
         | 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?
        
           | imgabe wrote:
           | I don't know of any arbitrary tasks set up by gatekeepers. I
           | mean, people don't just sit around and think up stupid tasks
           | for fun. These jobs usually arise something like this:
           | 
           | 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.
        
           | agentdrtran wrote:
           | Meeting a desire is not a bullshit job, depending on the
           | desire. One example in the book is a receptionist. Some
           | places need receptionists to answer phones or receive
           | packages, but one receptionist was hired at a firm that
           | didn't need her to do any work - but a competing firm in the
           | same building had one, so they wanted one too. Meeting your
           | desire for nice hair, even a desire for a butler to pick up
           | your laundry or whatever, is still meeting a need, but it's
           | less superfluous than "I need you to sit there because
           | someone else has someone who does something similar)
        
           | hn_throwaway_99 wrote:
           | I'm not arguing that it's about meetings some other human's
           | _desires_. Indeed, jobs that give real pleasure or sense of
           | accomplishment to other people (actors, massage therapists,
           | yoga teachers, personal trainers, artists, language coaches,
           | yada yada) I find incredibly valuable.
           | 
           | 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.
        
         | jiggawatts wrote:
         | I just had to produce 10 separate "deliverables" for a single-
         | server internal use web site that is already archived and read-
         | only.
         | 
         | 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".
        
         | solatic wrote:
         | I'm not a communist, but I recognize that one of the economic
         | arguments for the State owning the means of production is that
         | there's no longer any need for such jobs on a per-organization
         | level. Why engage in tax-avoidance when the sum total of
         | corporate profits belongs to the State anyway? Why answer per-
         | client security questionnaires when the State audits and
         | polices your security before certifying the company, so that it
         | can continue to play a part in the State-managed economy? Why
         | employ marketers and salespeople when the State guarantees
         | demand? Etcetera.
         | 
         | 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.
        
         | lotsofpulp wrote:
         | > 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
         | 
         | 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.
        
           | imtringued wrote:
           | The most boring tax system is a landvalue tax and nothing
           | else.
        
           | shkkmo wrote:
           | Tax avoidance just moves the tax burden around, it doesn't
           | create value.
           | 
           | 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.
        
             | chii wrote:
             | > Tax avoidance just moves the tax burden around, it
             | doesn't create value.
             | 
             | 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.
        
               | imtringued wrote:
               | It is almost automatic value added to land values.
        
               | specialist wrote:
               | Do banks create value?
               | 
               | Governmental spending is a loan (to society) repaid thru
               | taxes.
               | 
               | Call taxes an interest payment if that makes you feel
               | better.
        
               | ikr678 wrote:
               | Avoiding taxes and utilising tax minimisation strategies
               | keeps value with you, but it also distorts your
               | consumption in other ways. EG you are incentivised in the
               | US to purchase more housing (via mortgage interest
               | deduction) than you might want or need.
        
               | lotsofpulp wrote:
               | Mortgage interest deduction is not utilized much anymore
               | since standard deduction was increased in the 2017 tax
               | changes. You have to itemize to get it, and only 11% of
               | tax filers itemized in 2019.
               | 
               | 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.
        
               | DarylZero wrote:
               | You should think of it this way. The reasons that tax
               | policies are complex are that the government uses tax
               | incentives both as a "carrot" to control people; and also
               | to buy political support from interest groups who
               | benefit.
               | 
               | 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.
        
               | shkkmo wrote:
               | Those are some of the reasons taxes are complicated, but
               | not all of them. In the US the tax compliance industry
               | has directly lobbied to keep the tax system as complex as
               | possible so they can keep extracting rent for doing
               | bullshit work.
               | 
               | 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.
        
               | shkkmo wrote:
               | If you don't believe that government has any value, then
               | there isn't much to discuss with you as your views on the
               | topic are extremely fringe and we likely won't agree on
               | much.
               | 
               | 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.
        
             | rank0 wrote:
             | I disagree here. Instead of calling it "tax avoidance"
             | let's just talk about reducing your tax burden as much as
             | possible. This is the prudent move for any individual or
             | tax paying entity.
             | 
             | 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?"
        
               | lmm wrote:
               | > 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.
               | 
               | 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.
        
               | rank0 wrote:
               | I guess we just have a fundamental disagreement.
               | 
               | 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.
        
               | lmm wrote:
               | > 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.
               | 
               | 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.
        
               | rank0 wrote:
               | I appreciate the discourse but I think we're going in
               | circles. On a slightly related point, you should check
               | out CPG grey's video "rules for rulers". That video
               | helped me understand why our tax codes are so complicated
               | in the states.
               | 
               | 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.
        
               | shkkmo wrote:
               | You seem to have entirely missed the point.
               | 
               | > 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.
        
               | rank0 wrote:
               | The world is more complicated than you're letting on.
               | Democracies have complicated tax codes to incentivize
               | certain behavior and also as a political tool.
               | Legislators need to use tax incentives to ensure their
               | base continues supporting them, and to win over new
               | supporters.
               | 
               | 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."
        
               | shkkmo wrote:
               | > Legislators need to use tax incentives to ensure their
               | base continues supporting them, and to win over new
               | supporters.
               | 
               | 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.
        
           | specialist wrote:
           | > _Businesses that spend less money on taxes can spend more
           | money on expenses..._
           | 
           | 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.
        
       | anticristi wrote:
       | Fuck! I didn't know about play-to-earn.
       | 
       | 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?
        
       | mempko wrote:
       | I highly recommend people read David Graeber's latest book,
       | published after his death called The Dawn of Everything.
        
       | lifeisstillgood wrote:
       | Some random thoughts
       | 
       | - 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?
        
         | crotho wrote:
         | An uber driver is not a bullshit job as defined by Graeber (and
         | most certainly NOT a term to define a job that has not yet been
         | automated). It's a shit job, but not a bullshit job. Short of
         | reading the book, this is a good primer:
         | https://www.strike.coop/bullshit-jobs/
        
         | globular-toast wrote:
         | Those are menial jobs, not bullshit jobs.
        
         | shkkmo wrote:
         | > bullshit jobs is a term for jobs that have not yet been
         | automated
         | 
         | 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.
        
           | oldsecondhand wrote:
           | By this definition being a soldier is a bullshit job, because
           | the only reason it's needed is because other countries have
           | soldiers as well (i.e. zero sum). But I don't think most
           | people would agree that it can be done away with. Zero sum
           | games are just an unavoidable part of life.
        
             | shkkmo wrote:
             | Zero sum games may not be completely avoidable, but that
             | absolutely doesn't meam that the amount of economic
             | activity wasted on zero sum games can't be reduced.
             | 
             | For example, I think the amount of money spent on nuclear
             | weapons programs globally could be reuced significantly
             | with no harm to the world.
        
         | Hjfrf wrote:
         | Bullshit job from the OP is something more like high frequency
         | trading or SEO.
         | 
         | 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.
        
         | dqpb wrote:
         | > bullshit jobs is a term for jobs that have not yet been
         | automated
         | 
         | Bullshit jobs are jobs that do not produce value
        
         | hooande wrote:
         | Your assumptions about the term "bullshit jobs", as mentioned
         | in the article, are completely wrong.
         | 
         | You should read about Graeber's work, it's interesting
         | https://en.m.wikipedia.org/wiki/Bullshit_Jobs
        
           | lifeisstillgood wrote:
           | I have read parts of his book all the way through ...
           | 
           | 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
        
       | stickfigure wrote:
       | After seeing the word "Ponzi" haphazardly misapplied to so many
       | different things in the tech space[1], it's incredibly gratifying
       | to see it used here properly!
       | 
       | [1] https://news.ycombinator.com/item?id=29698967
        
         | paulgb wrote:
         | Thanks! I share your frustration :)
         | https://news.ycombinator.com/item?id=26808561
        
       | anigbrowl wrote:
       | _In spite of being presented as the future of work by some
       | venture capitalists, the incentives just don't make sense. Floors
       | don't have to be swept in the metaverse unless they're designed
       | to need sweeping._
       | 
       | 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.
        
       | Zaskoda wrote:
       | I have gone down the play-to-earn rabbit hole in an unexpected
       | way.
       | 
       | 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.
        
         | shkkmo wrote:
         | P2E F2P and P2W are more loose buckets than categories with
         | hard and fast distinctions.
         | 
         | 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.
        
         | PragmaticPulp wrote:
         | > 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.
         | 
         | 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.
        
           | aahortwwy wrote:
           | Paying to skip the grind in a game is a pretty common thing.
           | As a commenter in another thread mentioned, this has been
           | happening since Diablo II at least. If a game has content
           | that is gated by tens or hundreds of hours of grinding some
           | people will happily pay to experience that content
           | immediately. Historically this has been viewed as dubious
           | behavior - especially in MMOs - but it's becoming more
           | normal.
           | 
           | 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.
        
             | shkkmo wrote:
             | > It was an interesting system, I don't know what their
             | monetization looks like now.
             | 
             | 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.
        
               | JCharante wrote:
               | Well really it's that you pay for Skill Points now,
               | because a subscription is almost free if you extract and
               | sell the skill points earned.
               | 
               | 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.
        
       | scotty79 wrote:
       | Such games are online games where other players are part of the
       | game challenge. Some players want to play those game so much that
       | they are willing to spend insane amounts of money on this game.
       | But if the only users of the game were those players the game
       | wouldn't be as fun for them. So the game needs to incentivise
       | players that that don't want to play it that much or at all.
       | 
       | 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.
        
       | balaji1 wrote:
       | Who else immediately ordered the book on Amazon? Lol
       | 
       | 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. """
        
         | [deleted]
        
         | [deleted]
        
         | [deleted]
        
         | rStar wrote:
        
       | jsemrau wrote:
       | Though provoking article. The main problem that play-to-earn
       | games have is that they need to rely on external cash-inflows to
       | reward the players. This makes them very close to Ponzi schemes
       | or Casino's. If the moral product is to earn a livable wage in
       | Web3, that is not the way.
        
       | bgilroy26 wrote:
       | "Growth-Dependent Economy" is a nice turn of phrase
        
       | [deleted]
        
       | corxi wrote:
       | Just another propaganda spreader... keep reading these kind of
       | books whilst we build a new economy
        
       | pezzana wrote:
       | > In a crypto economy crowded with vapourware and alpha-stage
       | software, Axie Infinity stands out. Not only has it amassed a
       | large base of users, the in-game economy has actually provided a
       | real-world income stream to working-class Filipinos impacted by
       | the pandemic. Some spend hours each day playing the game, and
       | then sell the in-game currency they earn to pay their real-world
       | bills. That's obviously a good thing for them, but it also
       | appears to be a near-Platonic example of Graeber's definition of
       | a bullshit job.
       | 
       | 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.
        
       | danShumway wrote:
       | Everything old is new again. You could go back and look over the
       | game design discourse about pay-to-win games and
       | microtransactions and see the same discussions about how these
       | systems would influence players and designers. You could go back
       | and look at the discussions around Facebook social games back
       | when they were a big thing. And all of those arguments still hold
       | up today.
       | 
       | 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.
       | 
       | ----
       | 
       | 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.
        
         | 8note wrote:
         | There is a good way of grinding, but I think it should really
         | be called practice.
         | 
         | At the end, your in game character is just as good as it was at
         | the start, but you're better at using it
        
       | betwixthewires wrote:
       | I'm a bit of a fan of the whole cryptocurrency thing, the early
       | scope of the concept anyway, replace money, programmatic
       | agreement enforcement, creating financial assets that can't be
       | controlled, incentivizing things that need incentivizing and all
       | that. It's interesting stuff.
       | 
       | 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.
        
         | qeternity wrote:
         | > replace money
         | 
         | 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"
        
           | betwixthewires wrote:
           | Well the idea behind bitcoin and what not is to use it as
           | money. You might not think it fits the bill but that's the
           | idea, and I think it's a good idea, whether or not execution
           | in it's current state is sufficient.
           | 
           | 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.
        
       | nlh wrote:
       | A thought exercise you should undertake if you're thinking about
       | / talking about crypto/NFT/web3-related projects: If the
       | financial instrument that underlies the project were to stop
       | going up in value XX% per month, would you still be interested in
       | the project?
       | 
       | 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.
        
         | larsiusprime wrote:
         | I did a report on this game for a client a few months back --
         | the amount of daily earnings a player can expect has crashed
         | significantly over the past few months, and it's only gotten
         | worse ever since.
         | 
         | https://twitter.com/larsiusprime/status/1459191090100244483
        
           | dmingod666 wrote:
           | That's pretty impressive. What do you know what caused the
           | May 2021 spike? what is your feel of how 'sustainable' the
           | whole eco-system of this game is..
        
             | larsiusprime wrote:
             | The May Spike: they migrated off of Ethereum and on to
             | their own private blockchain, Ronin, on April 28th, which
             | massively lowered transaction costs and increased
             | transaction speeds. You see this pattern a lot with
             | blockchain games, they migrate off Ethereum onto a proof-
             | of-stake L2 or even L1 and you get a surge.
             | 
             | 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.
        
         | duskwuff wrote:
         | > 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?
         | 
         | 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.
        
           | mgraczyk wrote:
           | Money doesn't have to come from anywhere. Sometimes new value
           | is created and the money is brand new. This is how GDP grows.
           | 
           | 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.
        
             | somewhereoutth wrote:
             | Fiat is created by banks - by originating loans. A bank
             | does not actually need to _have_ that money to create the
             | loan - it is not transferred from somewhere else, it is
             | just that the bank 's balance sheet expands. There are
             | rules on how much a bank is allowed to create, as you might
             | imagine.
             | 
             | 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.
        
               | oreally wrote:
               | > You will know this because the 'price' of BTC will be
               | zero.
               | 
               | 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.
        
               | [deleted]
        
               | syspec wrote:
               | I completely agree with you, but I'm wondering if you
               | could help me debate the counter argument: "The same is
               | true of stocks, if people decide to stop putting money
               | in, no money comes out"
               | 
               | It comes up whenever I make a point similar to yours
               | above, and I haven't had a good answer for it
        
               | ItsMonkk wrote:
               | Right. So exactly the same is true of stocks when it
               | comes to trading existing stock. The key difference is
               | the creation of stock - IPOs. The company uses that money
               | they get from the IPO and invests it into the business,
               | which results in profits, which they give out as
               | dividends. There's no such mechanism in cryptocurrency.
               | 
               | 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
        
               | imtringued wrote:
               | Regarding stable velocity. If we had negative interest we
               | would have it. Then all that monetary expansion nonsense
               | could be over and we could get on with our lives without
               | cursing some evil businessmen for being morally
               | reprehensible so we have a scapegoat.
        
               | ItsMonkk wrote:
               | I don't know what the natural interest rate such as to
               | get a stable velocity, and it would not be static but
               | would change with changes in the economy, but I don't
               | think it would be negative unless we were already deep
               | within a recession.
               | 
               | 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...
        
               | somewhereoutth wrote:
               | Stocks represent a share of a productive asset - the
               | (presumably successful) underlying business. That
               | business includes capital goods and other assets having
               | intrinsic value themselves, and also the value created by
               | organising them together. The profits can be distributed
               | as dividends, or used to grow the asset (buy more
               | machines or whatever).
               | 
               | 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.
        
               | mgraczyk wrote:
               | Your description of banks is correct. Your description of
               | BTC is wrong. You're missing an important fact. The price
               | of BTC can, and does, change. When it changes, the market
               | value of all BTC changes. If the value of all BTC goes
               | up, new value (not money) has been created.
               | 
               | Also, lots of people take loans to buy BTC. This is
               | called "leverage".
        
               | somewhereoutth wrote:
               | Ah but a change in the price of BTC does not in fact
               | create any value - it just means that that $100 now
               | corresponds to less BTC. You can profit from that
               | fluctuation, by being on the right side of the cash
               | exchange at two separate points in time. Somebody else
               | will be on the wrong side of that exchange (well, in
               | aggregate anyway - there will be many somebodies on
               | either side) and will suffer a corresponding loss.
               | 
               | Since BTC is intrinsically worthless, any 'price' that
               | might be ascribed to it is meaningless (aside from the
               | profit/loss action described above).
        
               | mgraczyk wrote:
               | The same (incorrect) reasoning applies to literally
               | anything you don't physically use including USD,
               | equities, gold, land, etc.
        
               | somewhereoutth wrote:
               | USD is useful because you can pay taxes with it, equities
               | represent an income stream as dividends from a
               | (presumably) successful business, gold can make jewellery
               | etc, land can be rented out.
               | 
               | Even the supposed utility of BTC - as a money transfer
               | mechanism - does not require the price to be anything
               | other that not zero.
        
               | imtringued wrote:
               | If I have all the ice cream in the world and it spoils in
               | a week because I cannot eat all of it then it is not that
               | wrong to say that its utility to me is zero.
               | 
               | By the way his argument is that any absolute value
               | ascribed to a currency is arbitrary or rather that there
               | is no correct number.
        
               | somewhereoutth wrote:
               | more that BTC is of course _not_ a currency, because it
               | is not backed by a state entity. I can 't pay taxes with
               | it.
        
           | mrtksn wrote:
           | Where the money was coming from when Facebook, Google,
           | Youtube, Twitter etc were really good places that were free
           | to use? They all were working to "make the world a better
           | place" and not making money as they were burning billions
           | each year, challenging the traditional and profitable
           | companies. With Amazon prices were amazing, you had unlimited
           | rights and not only buying but also selling was great. Bezos
           | was worth quite a much but his company never made any profit
           | up until a few years back.
           | 
           | 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.
        
             | lmm wrote:
             | > Where the money was coming from when Facebook, Google,
             | Youtube, Twitter etc were really good places that were free
             | to use? They all were working to "make the world a better
             | place" and not making money as they were burning billions
             | each year, challenging the traditional and profitable
             | companies.
             | 
             | 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.
        
             | [deleted]
        
             | 542458 wrote:
             | > Where the money was coming from when Facebook, Google,
             | Youtube, Twitter etc were really good places that were free
             | to use?
             | 
             | 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.
        
               | mrtksn wrote:
               | All these coins and projects have a mission statement and
               | high level overview on how they think it will be useful
               | in the future. It's up to you to believe them but they do
               | have a proposal.
               | 
               | 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.
        
               | simonw wrote:
               | > All these coins and projects have a mission statement
               | and high level overview on how they think it will be
               | useful in the future.
               | 
               | 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.
        
           | gitfan86 wrote:
           | This is what people don't seem to understand about BitCoin.
           | It is cashflow negative, Money has to keep coming in to keep
           | the price up due to paying miners. It is totally fine if you
           | think BTC is better than the USD or Gold for whatever reason.
           | But Bitcoin is still cashflow negative. You have to keep
           | pumping money into it to keep up its value. Where is that
           | money going to come from? Is it coming from Tether? Is it
           | coming from people looking to make quick money? And when BTC
           | hits 1M/coin, then what? You still need more money coming in
           | to keep it above 1M.
        
             | Animats wrote:
             | Bitcoin has a use case for money laundering, tax evasion,
             | evading China's exchange controls, and drugs. That market
             | turned out to be larger than expected.
        
               | Valakas_ wrote:
               | It must be safe to do tax evasion, money laundering, and
               | drugs with a system that is transparent and traceable
               | till the beginning of its existence.
        
               | newsclues wrote:
               | It's safe to launder money through banks too. And people
               | do.
        
               | toyg wrote:
               | But it's infinitely pseudonymous, and can be easily piped
               | into more obscure systems.
        
               | Jerrrry wrote:
               | This is the only correct answer.
        
               | digitailor wrote:
               | Mr Nagle, last month the new mayor of New York asked to
               | be paid initially in bitcoin. He was an NYPD officer for
               | 22 years. Yet you have been incessant with your public
               | campaign on HN to equate digital assets with crime. As a
               | well respected elder around here, can you please explain
               | why you keep doing this?
               | 
               | https://www.cbsnews.com/news/eric-adams-mayor-paycheck-
               | bitco...
        
               | kibwen wrote:
               | If your argument hinges on the premise that being either
               | a police officer or a politician makes someone either a
               | paragon of morality or wholly incapable of committing
               | crimes, then I'm afraid I have some bad news for you.
        
               | digitailor wrote:
               | My argument hinges upon the fact that Mr Nagle has been
               | waging a FUD campaign for some time without much contest
               | here, through leveraging his reputation. It's become
               | tiresome, very few LEO support his concerns at this
               | point, yet he continues unchallenged. It's mostly
               | cherrypicking and well below the quality of his other
               | posts.
               | 
               | All of us who've been around enough know what FUD
               | campaigns look like on well-managed Internet forums. I am
               | middle-aged and find this worthy of countering as it
               | appears obsessive. Younger technologists are constantly
               | having their efforts defamed needlessly on this leading
               | technology forum with nothing being added to the
               | conversation.
        
               | Talanes wrote:
               | >as it appears obsessive
               | 
               | Do you see the irony here?
        
               | [deleted]
        
               | [deleted]
        
               | acdha wrote:
               | > Younger technologists are constantly having their
               | efforts defamed needlessly on this leading technology
               | forum with nothing being added to the conversation.
               | 
               | Speaking of nothing being added to the conversation, it's
               | somewhat conspicuous that you are attacking the source
               | rather than engaging with the argument. His criticisms
               | are valid and shared by many technologists of all ages
               | and skill levels, surely you can explain why they're
               | mistaken -- for example, you could point to extensive use
               | of Bitcoin in a legitimate non-speculative economy.
               | You've been promoting it for many years, surely you must
               | have examples?
        
               | digitailor wrote:
               | Indeed I have, appearing later in this thread due to how
               | it became organized by moderation. Digital assets aided
               | in stopping a predatory crime this year. If this kind of
               | usage doesn't satisfy as a rebuttal to a negative parent
               | post containing no supporting information, you may want
               | to examine the fact that this entire thread is meant to
               | explore some technologist's fear-based need to publicly
               | associate digital assets with crime alone, in this forum
               | especially. Emotionally-driven posts meant specifically
               | to steam-roll any and all positive discussion by simply
               | shouting "But Crime!"
               | 
               | Tracking the making of negative generalized statements
               | using FUD techniques is something I have been involved in
               | algorithmically tracking professionally and am countering
               | not in the pursuit of karma or sycophantic agreement but
               | simple public commons maintenance. (The data was often
               | used to identify FUD campaigns of short sellers in
               | finance forums and resulting sentiment analysis feeds are
               | available via subscription through financial data
               | providers.) These comments never mention the continual
               | reigning supremacy of the US dollar for crime, ever, and
               | never provide any evidence that bitcoin has a higher
               | crime usage ratio than the dollar with less
               | prosecutability. This is because law enforcement
               | generally haven't advanced that position while enforcing
               | and in earlier posts I've explained my extensive
               | experience in detail as to how and why they haven't.
               | There has been no direct engagement with this factual
               | information.
               | 
               | In my view some on this forum are intent on spreading
               | classical FUD on the subject and countering FUD is an
               | occupation for some. After a decade of particularly
               | questionable behavior coming from the technology sector
               | involving unfathomable amounts of US dollars, we run the
               | risk of portraying an image of incumbent ideological
               | corruption instead of supporting meaningful technological
               | discussion. This slide has been happening for years IMO
               | and it saddens me. Younger technologists have
               | considerably less opportunity than we did, not more, and
               | the frontier is much smaller. Ruthless negativism doesn't
               | serve them.
        
               | acdha wrote:
               | > Digital assets aided in stopping a predatory crime this
               | year.
               | 
               | I saw you make that claim but that's too vague to
               | evaluate whereas what Nagle described has been well
               | covered for many years and even the Bitcoin salespeople
               | rarely argue that it's commonplace. Even with the extra
               | two paragraphs you added later there's no way to know
               | what this meant, what fraction of the total Bitcoin usage
               | it accounted for, etc.
               | 
               | > These comments never mention the continual reigning
               | supremacy of the US dollar for crime, ever, and never
               | provide any evidence that bitcoin has a higher crime
               | usage ratio than the dollar with less prosecutability.
               | 
               | This is incorrect, and the need for the counterfactual
               | narrative is telling: this comes up frequently and it's
               | usually mentioned in the context of the larger economy.
               | Nobody says that the U.S. dollar isn't used by criminals
               | but it's trivially easy to show enormous amounts of real,
               | non-criminal economic activity -- nobody thinks, say,
               | drug cartels are tiny but there's no serious argument
               | that they're anywhere near a majority of the legal
               | economy. If you want to address this claim, try
               | highlighting examples of real economic activity using
               | Bitcoin -- real businesses which are not selling Bitcoin.
               | If USD (or just Visa/Mastercard, Paypal, etc.) activity
               | suddenly halted, a ton of people would be unable to
               | engage in their daily business -- can you provide any
               | examples of similar Bitcoin dependencies?
               | 
               | > Younger technologists have considerably less
               | opportunity than we did, not more, and the frontier is
               | much smaller. Ruthless negativism doesn't serve them.
               | 
               | I agree that the landscape isn't as good as it used to be
               | but I don't think it's helpful to steer people into false
               | hopes, either. Bitcoin has an inherent conflict of
               | interest built-in since all of the people who've poured
               | money into it for the last decade will have to write that
               | off if they can't find buyers. That lack of utility is
               | the real problem and calling it FUD won't solve it.
        
               | digitailor wrote:
               | I agree with most of your points. If something as real-
               | life meaningful as the stopping of a predatory crime does
               | not satisfy you as a legitimate usage example against
               | people claiming there is essentially none, I'm at a loss
               | and am unsure of what we're actually discussing.
               | 
               | As you may imagine, it's impossible for me to provide the
               | 1,000 page+ documentation trail of an in-progress federal
               | investigation here in order to refute a comment. I
               | understand that my sincerity may be questioned and
               | there's nothing I can do about that.
        
               | syspec wrote:
               | That's a political publicity stunt, and does not counter
               | any of the points made by the parent
        
               | digitailor wrote:
               | Help me understand. Are you saying that former LEO are
               | well-served from a PR standpoint by attaching themselves
               | to the "points" you're holding are clearly evidenced by
               | the parent post?
        
               | syspec wrote:
               | Yes, especially the ones that become politicians.
        
               | digitailor wrote:
               | OK, I think I get it better. I'm not disagreeing and
               | sincerely appreciate the cynicism, but you're saying the
               | guy who ran on a relatively classic tough-on-crime
               | platform is also appealing to some kind of criminal
               | subclass of NYC voter who prefers bitcoin to cash for
               | their locally committed crimes and also appreciates
               | tough-on-crime platforms for everything else?
               | 
               | Perhaps... or maybe the reputation for crime that some
               | people are intent on projecting onto bitcoin is not
               | particularly accurate to the realities of currencies used
               | most frequently in the commission of criminal activity.
        
               | [deleted]
        
               | coffeecat wrote:
               | The parent post argues that cryptocurrency is most
               | useful, in practice, for illegal activities. It does not
               | argue that this is how it's perceived by the general
               | public, by the NYC municipal government, or by Eric
               | Adams. The perception is that it's a sexy new technology
               | of the future, whereas the reality is that it's mostly a
               | playground for "investors", fraudsters, and criminals.
        
               | digitailor wrote:
               | I understand your point of view, but you haven't even
               | attempted to qualify it.
               | 
               | I can tell you that I helped stop a predatory crime that
               | was being committed using US dollars this year, partially
               | by using digital assets defensively. Defamatory general
               | statements about the target and digital assets had been
               | made in the past in this case, and it backfired on the
               | perpetrators- horribly, in the federal jurisdiction.
               | 
               | Could you take a moment to consider why unqualified
               | generalizations like yours could concern some? In the
               | past, the perpetrators had attempted to capitalize on the
               | perception you are asserting as reality. The possibility
               | of resultant ankle bracelets or worse for them is high,
               | due generally to record keeping and time stamps.
               | 
               | The reality of this technology is that it solved the
               | technical problems associated with Internet native asset
               | classes. The rest is editorializing.
        
               | digitailor wrote:
               | (To help qualify my perspective and insistence... I was
               | involved in stopping a long term predatory crime this
               | year where digital assets were used to help _protect the
               | victim_ against _perpetrators using dollars._ As you
               | might imagine, having clear records of transactions is
               | likely to be more helpful to the targets than the
               | perpetrators in these cases.)
        
               | toyg wrote:
               | You can use local heavies to protect yourself from
               | bullies. That doesn't mean those heavies won't commit
               | crimes in their spare time.
        
               | digitailor wrote:
               | To be clear, I'm talking about the bookkeeping element of
               | an in-progress federal investigation involving theft of
               | corporate equity and corporate tax fraud. The target was
               | legally disabled.
        
               | fastball wrote:
               | Now that Monero exists, not really.
        
               | jmagoon wrote:
               | The only coin that's actually stable, because it's the
               | only one that has any actual purpose.
        
               | imtringued wrote:
               | Yeah speculation would ruin the black market.
        
               | prepend wrote:
               | Interesting it's like meta money laundering. It allows
               | regular folks to make money off the illegal economy.
               | 
               | 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.
        
               | oblio wrote:
               | Is it regular folks, though? I imagine it's mostly big
               | whales who are probably also doing shady stuff, too.
               | We're talking about people doing money laundering, so
               | financially savvy.
               | 
               | Few outside people get rich off the mafia.
        
               | ctchocula wrote:
               | Gold has a usecase for jewelry, manufacturing
               | electronics, dentistry and glassmaking. Yet not even the
               | sum of these applications can justify its market cap of
               | $11.73T, so the difference must come from speculation. I
               | suspect the same is true for Bitcoin.
        
               | acdha wrote:
               | The difference is that gold has useful applications which
               | act as a floor for pricing and moderate fluctuations.
               | Gold bugs can still lose their shirts speculating but a
               | normal buyer knows the value will never be zero.
               | 
               | 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.
        
               | mannanj wrote:
               | >Nobody has a need for it which can't be satisfied at
               | least as well by alternatives
               | 
               | 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.
        
               | acdha wrote:
               | I have, actually, and it wasn't hard. It did require a
               | out-of-band confirmation which I considered a good thing
               | since I rarely make transactions that large and never in
               | a case which can't wait until the next business day.
               | 
               | 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!
        
               | mannanj wrote:
               | And how do I send money to pay a bill with pre-existing
               | systems?
               | 
               | 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.
        
               | acdha wrote:
               | > And how do I send money to pay a bill with pre-existing
               | systems? > > 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.
        
             | MetaWhirledPeas wrote:
             | I must admit I don't understand why it is "cashflow
             | negative". I'm not invested in any crypto, but I have
             | thought about it, and my casual thoughts have come to the
             | opposite conclusion. The higher the price of a
             | cryptocurrency, the greater the interest in mining and
             | investing. It seems like a positive feedback loop to me.
             | Why is it not?
        
               | gitfan86 wrote:
               | Imagine if you had the option of buying a piece of gold
               | or a piece of land with good irrigation and good soil.
               | You can plant vegetables on the land and sell those
               | vegetables for other people to eat. Therefor your
               | investment is generating profit and "cashflow". Gold on
               | the other hand just sits there, and you may want to keep
               | it in a safe at a bank and the bank will charge you a fee
               | for storage making it negative cashflow.
               | 
               | 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.
        
               | MetaWhirledPeas wrote:
               | Your gold analogy might actually help me make my point.
               | When the California gold rush was happening people went
               | nuts trying to mine for it. Eventually the mining slowed,
               | presumably because the cost to mine it started to exceed
               | the value of it. Bitcoin claims to be this way (you may
               | have known this; I had to look it up), stating that
               | mining will halt at 21 million Bitcoins. But didn't
               | Bitcoin already fork in the past? And won't there always
               | be a new cryptocurrency to fall in love with? Unlike
               | gold, when Bitcoin mining wanes someone can just invent
               | "gold plus" with a few keystrokes and then here we go
               | again. The feedback loop may not be confined to a single
               | cryptocurrency but I still don't understand how it will
               | ever end.
        
               | gitfan86 wrote:
               | Yes, I agree, this can go on forever. "DeFi", "web3", and
               | then something else
        
               | jkhdigital wrote:
               | > Imagine if you had the option of buying a piece of gold
               | or a piece of land with good irrigation and good soil.
               | 
               | 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.
        
               | gitfan86 wrote:
               | You may want to look up how often these "quite
               | sophisticated and nuanced theories" are accurate.
               | 
               | https://www.economist.com/economic-and-financial-
               | indicators/...
        
               | WJW wrote:
               | For Proof-of-Work coins, the miners need significant
               | amounts of electricity. Electricity is not free, so
               | maintaining the network costs a significant amount of
               | money. This money is "reimbursed" to them through mining
               | rewards, but since electricity companies typically can't
               | be paid in cryptocurrencies the miners will need to sell
               | (a part of) their mining reward to pay the power bill.
               | This means that there is always a money outflow
               | proportional to the hashrate, which somehow has to be
               | made up from money inflows from users.
               | 
               | 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)
        
               | freeone3000 wrote:
               | Is ransomware that rare an occurrence? I could see
               | ransomware being the taxes of web3.
        
               | WJW wrote:
               | If ransomware ever becomes big enough to rival the
               | cumulative tax bill of a nation state, you can bet that
               | combating it would get a lot more priority. Spec ops
               | teams raiding office buildings in foreign nations type
               | priority.
               | 
               | Countries are very protective of their cash flows.
        
               | thelamest wrote:
               | Where's the value _added_ coming from though, and how far
               | are you from there? If crypto enables someone to dodge
               | taxes, sell drugs, or wire remittances with less
               | overhead, that's a potential value add [arguably, with
               | externalities]. For how many of such activities do we
               | need byzantine consensus, i.e. can they stay competitive
               | in the long term with solutions built on tradfi  & SQL?
               | How much of these gains can be captured from sidelines
               | by, essentially, exchange rate traders? Positive feedback
               | loops without a sustainable value proposition will pop
               | sooner or later.
        
             | DaltonCoffee wrote:
             | This negates the idea that bitcoin or it's ilk could
             | replace USD.
             | 
             | 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).
        
               | post_from_work wrote:
               | Someone building a Dyson Sphere just to power a crypto
               | mining rig is an awesome concept for a short story or
               | sci-fi RPG adventure (such as Traveller).
        
             | jonathan-adly wrote:
             | > This is what people don't seem to understand about
             | BitCoin. It is cashflow negative, Money has to keep coming
             | in
             | 
             | 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.
        
               | gitfan86 wrote:
               | Is this Peter Pan? If you just believe in the power of
               | BTC it will never go down in value?
        
               | contravariant wrote:
               | I don't think Bitcoin is doing particularly well as a
               | currency, but can you name one currency that will not go
               | down in value if people stop believing in it?
        
               | che_shirecat wrote:
               | that's a strawman of the parent comment's argument. and
               | yes, if enough people believe something, it takes on real
               | significance. e.g. enough people believe in the full
               | faith and credit of the US Gov that backs their printed
               | paper with numbers on it, so it takes on real
               | significance.
        
             | shazzdeeds wrote:
             | This is addressed in the original white paper. In a world
             | where BTC is valued at 1M USD/coin you'd also expect a
             | decent amount of day to day usage. Miners could still make
             | decent profits based on transaction fees just from
             | confirming blocks even once the Coinbase rewards stop. I'm
             | not saying that's currently the case, but that is the
             | design. Also if miners are making a profit off let's say
             | $40k/coin and the price goes down to 30, yet there's still
             | a profit for some miners, how exactly does that become
             | unsustainable?
        
               | gitfan86 wrote:
               | Miners could make a profit at $1/coin. The issue is that
               | profit comes from somewhere. And that somewhere is new
               | money being put into BTC. Hence, BTC is negative
               | cashflow.
        
               | shazzdeeds wrote:
               | Profit comes when their operating costs are less than the
               | take home from any transaction fees and Coinbase rewards
               | they've collected in the same period. It's not a direct
               | function of liquidity entering the system. It's true that
               | rising prices from new cash flow means more profit for
               | miners, but that doesn't imply the opposite. The price
               | could stay constant for the next 100 years and miners
               | that have found a way to remain profitable within that
               | price point would be fine.
        
               | petmon wrote:
               | Miners have real expenses: electricity, depreciation,
               | etc. Miners also generarte revenue, $45 million per day
               | is a reasonable estimate [1]. This revenue is extracted
               | from the Bitcoin system through both transaction fees and
               | inflation (creating new Bitcoins), but these are sold in
               | portion to pay real expenses, with presumably some
               | profit.
               | 
               | 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.
               | 
               | 1: https://www.blockchain.com/charts/miners-revenue
        
               | gitfan86 wrote:
               | If the price stays constant for 100 years where is the
               | money coming from to pay for those NVIDIA cards that the
               | miners are using?
        
               | hwy50 wrote:
               | Help me here. All databases are negative cashflow. They
               | only 'cost', don't generate 'revenue' by themselves. This
               | is true of ACH mechanism to transfer funds from one bank
               | account to another. Does that make USD negative cashflow?
               | Does the cost of maintaining this ACH system affect the
               | price of USD v/s GBP?
               | 
               | 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?
        
               | imtringued wrote:
               | The energy waste is designed to go up as each individual
               | Bitcoin goes up in value.
        
               | hooande wrote:
               | is the day to day usage of bitcoin currently increasing
               | in proportion to coin price? it seems entirely possible
               | that the price could get very high solely as a
               | speculative investment. in which case, you would still
               | need additional investment money coming in
        
               | ninkendo wrote:
               | > In a world where BTC is valued at 1M USD/coin you'd
               | also expect a decent amount of day to day usage.
               | 
               | 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.)
        
             | nightski wrote:
             | You aren't talking about the intrinsic value of Bitcoin.
             | You are talking about it's value relative to USD. These are
             | completely different things.
             | 
             | 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.
        
               | imtringued wrote:
               | Money doesn't have an intrinsic value. Money is just an
               | accounting system, it is a balance sheet. People used
               | physical gold as tokens or entries in that balance sheet.
               | 
               | 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.
        
               | nightski wrote:
               | I don't think it is a meaningful distinction. Money
               | itself might not have value, but the miners and nodes are
               | providing value by ensuring the integrity and security of
               | the blockchain.
               | 
               | 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.
        
               | WJW wrote:
               | As long as miners can't pay the power company with their
               | mining rewards, bitcoin can't exist outside the fiat
               | system. The mining reward denominated in the currency the
               | miner has to pay their electricity bill in MUST be higher
               | than the electricity cost to mine the reward, otherwise
               | the miners go bankrupt.
        
               | strgcmc wrote:
               | Capital-intensive industrial-scale miners might go
               | bankrupt, but the origin of Bitcoin (starting from the
               | whitepaper) imagined an ecosystem powered by effectively
               | spare CPU cycles, where the marginal cost of electricity
               | wasn't a big factor.
               | 
               | 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.
        
               | admax88qqq wrote:
               | I can't pay my hydro bills with shares of a private
               | company either or japanese yen either, it doesn't mean
               | those things have no intrinsic value.
        
               | mertd wrote:
               | The difference is that you can pay someone with JPY and
               | that's the whole transaction. When you pay someone in
               | BTC, you also have to pay the power company with
               | something. The system is an inherently leaky bucket.
        
               | q-big wrote:
               | > When you pay someone in BTC, you also have to pay the
               | power company with something. The system is an inherently
               | leaky bucket.
               | 
               | The same holds for, say, transactions in US dollars.
               | Here, you also pay your bank or your credit card company.
        
               | mertd wrote:
               | That's not a fundamental property of fiat money. There is
               | no fee for exchanging cash.
        
               | nightski wrote:
               | The "fee" for fiat is inflation. Your money is regularly
               | losing value even if you do not transact it. Not to
               | mention cash transactions as you describe are on the
               | decline and do not represent the majority of transactions
               | that happen in the U.S.
               | 
               | 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.
        
               | jkhdigital wrote:
               | Does cash just grow on trees? No, it is printed by a
               | government that employs thousands of agents who have to
               | make sure that no one is counterfeiting those bills. The
               | fact that I can hand someone a $20 and walk away with my
               | bag of groceries is the tip of a massive iceberg of
               | regulatory and enforcement mechanisms.
        
               | endisneigh wrote:
               | no one said that. you're paying in some fiat, right?
        
               | nightski wrote:
               | From my understanding that's not exactly how Bitcoin
               | mining works. It scales based on the amount of miners. So
               | if the situation is as you described (value relative to
               | USD tanks - which I find very unlikely due to
               | inflationary nature of fiat) people would stop mining
               | which would decrease the difficulty of mining causing it
               | to use less electricity.
               | 
               | 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).
        
               | WJW wrote:
               | > people would stop mining which would decrease the
               | difficulty of mining causing it to use less electricity.
               | 
               | 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.
        
               | dcolkitt wrote:
               | That's a really interesting scenario. But I'd imagine if
               | double-spends became a persistent threat, they'd just
               | hard fork to a slightly different hashing algorithm. That
               | would brick all the pre-existing ASICs.
               | 
               | 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.
        
               | post_from_work wrote:
               | >>> 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.
               | 
               | 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.
        
               | [deleted]
        
               | Cthulhu_ wrote:
               | Bitcoin itself does not because its low transaction speed
               | makes it unusable for real world applications. Second,
               | why use something in a financial transaction whose value
               | can fluctuate 10-20% a day? That's not a stable currency.
               | 
               | So for all intents and purposes, Bitcoin is an unstable
               | investment product.
        
               | mjr00 wrote:
               | > Bitcoin has intrinsic value outside of the fiat system.
               | 
               | 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.
        
               | jkhdigital wrote:
               | > even though the number of Bitcoins is limited, the
               | number of cryptocurrencies is not.
               | 
               | 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.
        
               | c0nducktr wrote:
               | Bitcoin being the "dominant" cryptocurrency doesn't seem
               | to change any of the parent commenters points, right?
               | Those regarding intrinsic vs extrinsic value?
        
             | toomanydoubts wrote:
             | How is that different at all from fiat currencies? Every
             | electronic transaction you make, like credit card or money
             | transfers, has fees. Central banks have to keep pumping
             | money into the economy so we can have the same nominal
             | amount of cash in the system(albeit with lower value,
             | because inflation).
             | 
             | So, my question is, is fiat currency cashflow positive?
             | How?
        
               | imtringued wrote:
               | We devalue currency by 2% per year so people have an
               | incentive to work = keep pumping. That work creates goods
               | and services in the process.
               | 
               | The problem with Bitcoin is that if it goes up in value
               | the additional time spent mining is ultimately a waste of
               | time.
        
               | toomanydoubts wrote:
               | I live brazil and earn in BRL. In the USD/BRL pair, the
               | dollar price keeps increasing when you look at the
               | historical data. Does that mean that holding USD is
               | enough and investing these dollars to make more dollars
               | is ultimately a waste of time?
        
               | gitfan86 wrote:
               | No money doesn't have positive cashflow, that is why it
               | is a stupid investment.
        
             | charlieyu1 wrote:
             | Just about every project is cashflow negative. Most
             | projects start Worthing $0 and rises to another number
             | later on
        
             | anonporridge wrote:
             | Isn't the same true of gold?
             | 
             | 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?
        
               | mertd wrote:
               | You need to pay the miners just to be able to transact
               | with Bitcoin. Gold on the contrary, you can just hand it
               | over to someone else.
        
               | Geee wrote:
               | It's way more expensive to store and transport gold than
               | bitcoin, although it depends on the amount. You also have
               | to price in the protection provided by local authorities
               | that protect your property, in addition to your own
               | security measures.
        
               | anonporridge wrote:
               | You need men with guns to move gold between banks, which
               | themselves are protected by men with guns.
        
               | whatshisface wrote:
               | Bitcoin is unlikely to have a 5,000 year lifespan because
               | unlike gold it can be obsoleted.
        
               | Valakas_ wrote:
               | !remindme 100 years
        
               | anonporridge wrote:
               | Gold has already been obsoleted by fiat money because
               | it's too expensive and slow to transact with in the
               | modern world.
               | 
               | 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.
        
               | webinvest wrote:
               | It's likely after some number of years, most people will
               | have lost their Bitcoins and there won't be many left in
               | circulation.
        
               | crabmusket wrote:
               | I think that would be a very amusing outcome. the rate of
               | accidents can't be held at 0 so the supply of Bitcoin can
               | only decrease in the long term.
               | 
               | 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.
        
             | wyager wrote:
             | > Money has to keep coming in to keep the price up due to
             | paying miners
             | 
             | 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?
        
               | gitfan86 wrote:
               | All assets ( BTC, Stocks, Gold ) are priced on supply and
               | demand. If demand goes down for BTC the price will go
               | down.
               | 
               | 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.
        
               | wyager wrote:
               | > If demand goes down for BTC the price will go down.
               | 
               | 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".
        
               | gitfan86 wrote:
               | Stop and think about what you are saying. If everyone in
               | the world stopped buying TVs and instead held onto their
               | current TVs the demand for TVs would go to zero. What
               | would the market price of TVs be when there is zero
               | demand?
               | 
               | 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
        
           | nathias wrote:
           | There are no closed systems, and players playing a game does
           | create value. It's almost the only important aspect of
           | software's value - users. Anyone can write some garbage
           | software, or hire people to do it, not anyone can make things
           | people will want to use.
        
             | jkhdigital wrote:
             | > There are no closed systems
             | 
             | This single fact destroys most arguments about almost
             | anything, but _especially_ in economics
        
           | diarrhea wrote:
           | Probably a Ponzi, not a pyramid, scheme, no?
        
           | user-the-name wrote:
           | This is the most crucial question about _everything_ crypto-
           | related.
           | 
           | 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.
        
             | StanislavPetrov wrote:
             | >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.
        
               | user-the-name wrote:
               | Yeah, that's gambler thinking.
               | 
               | In reality, you're going to lose money.
        
               | oblio wrote:
               | That's a pyramid scheme and/or gambling. You're relying
               | on many marks to lose money to make money.
               | 
               | There's a reason we regulate or ban that.
        
             | dcolkitt wrote:
             | > Because it turns out every crypto market is a negative-
             | sum game.
             | 
             | [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.
        
               | user-the-name wrote:
               | What major investors decide has no bearing on it.
               | Mathematically, it is now, has always been, and will
               | always remain a negative-sum game. This cannot change, it
               | is part of what bitcoin is and how it functions
               | economically.
               | 
               | It is a negative-sum game, no matter how hard you wished
               | it were not.
        
               | imtringued wrote:
               | If crypto is a store of value and its value goes up who
               | exactly is working longer hours to create that additional
               | value?
        
           | ashtonkem wrote:
           | It's not just a closed system, it's zero sum. It's only
           | possible to cash out for a profit if there are more people
           | willing to buy in.
           | 
           | 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.
        
           | gexla wrote:
           | If the game were actually fun, there could be money coming in
           | from players who value the fun more than making money. Axie
           | may have an element to this, but I hear it's not fun. The
           | term for these players is "whales." They are willing to spend
           | a lot for fast progression and domination. A game which pays
           | Filipinos may have money coming in from a well-off player in
           | China. There could be schemes where whales hire Filipinos to
           | grind for loot and gold. However, it's hard to see a
           | situation where a game could pay for development and support
           | thousands of grinders. It would be interesting to see how big
           | the MMORPG grinding economy is. That might give us an idea of
           | how many people these games might support.
        
             | imtringued wrote:
             | One day a trillionaire will build a blockchain game built
             | around proof of humanity. You will have to spend 1 hour
             | solving a problem that can only be solved by humans but
             | verified by a machine to earn $4 an hour. World hunger
             | solved :)
        
         | Nbox9 wrote:
         | > If the financial instrument that underlies the project were
         | to stop going up in value XX% per month, would you still be
         | interested in the project?
         | 
         | 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.
        
         | jsemrau wrote:
         | What finclout does differently here is that there is a clearly
         | defined regulated external incoming stream from Proof of Stake
         | treasuries. That avoids that the project needs to rely on a
         | scammy "need to purchase" and in addition with more people
         | overall reward volume increases as well.
        
         | vmception wrote:
         | > A thought exercise you should undertake if you're thinking
         | about / talking about crypto/NFT/web3-related projects: If the
         | financial instrument that underlies the project were to stop
         | going up in value XX% per month, would you still be interested
         | in the project?
         | 
         | 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.
        
         | baxtr wrote:
         | Is there any difference why anyone would invest in the stock
         | market? Of course people asset prices to inflate. Isn't that
         | the whole point of investing in anything?
        
           | z3rgl1ng wrote:
           | Actually, originally no; stocks paid dividends.
        
             | baxtr wrote:
             | Ok, fair. But that was when again? How is this relevant
             | today, when people hate crypto and think stocks are ok?
        
             | dcolkitt wrote:
             | Ethereum also pays dividends in the form of staking
             | rewards.
             | 
             | 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.
        
               | seoaeu wrote:
               | Stocks pay out their dividends in fiat currency, not
               | additional shares.
        
               | dcolkitt wrote:
               | The analogy would work if Ethereum staking rewards were
               | inflationary. But post-EIP 1559, there's a zero-to-
               | negative net issuance of Ethereum on an ongoing basis.
               | After the merge, the entirety of that (plus MEV bribery)
               | goes to stakers/validators.
               | 
               | 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.
        
         | joshgrib wrote:
         | Agree with this reasoning - NFTs seem like they clearly have
         | little to no real value and I think the people buying them
         | understand that and are just doing speculation (and we know how
         | that ends up). BTC/ETH are a little harder to gauge because
         | they market themselves as alternative currencies rather than a
         | product in-and-of-itself, but I still get the same fear that
         | it's entirely based on sentiment and nothing in the real world.
         | One article (or Elon tweet) could cause it all to drop
         | overnight.
         | 
         | 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.
        
         | ThomPete wrote:
         | But Web3/Crypto/NFT is so much more than the financial
         | incentives. It's much more about culture, belonging, tribalism
         | (the good version) and the endless opportunity space of what I
         | would call a resource. Digital assets that behave as if they
         | are physical.
         | 
         | 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.
        
           | birracerveza wrote:
           | I hope web3/crypto/NFTs are what will finally make us realize
           | that money is essentially meaningless, so that we can forget
           | the concept of monetary value altogether in the long term.
        
         | JohnJamesRambo wrote:
         | If the SP500 stopped going up in value would you still be
         | interested in the project?
        
           | georgeecollins wrote:
           | Yes. The stocks in the SP500 sometimes go down in value,
           | sometimes in the aggregate for a long time. Individually some
           | of them go down forever.
           | 
           | 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.
        
           | imtringued wrote:
           | I would expect it to pay dividends or do stockbuybacks until
           | no more shares are publicly traded.
        
             | JohnJamesRambo wrote:
             | Surely you see how hypocritical and ponzi that is.
        
         | zeven7 wrote:
         | I know that there were many people who stayed interested
         | through 4 years of bear market
        
         | ericjang wrote:
         | I agree with your point that the operative word here is "earn",
         | and not "play".
         | 
         | 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"?
        
           | NieDzejkob wrote:
           | Nah, it's just that the target audience ("investors") won't
           | care about the few bucks.
        
           | xg15 wrote:
           | I'd say no.
           | 
           | 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.
        
         | Havoc wrote:
         | >would you still be interested in the project?
         | 
         | 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
        
       | EGreg wrote:
       | Did the SEC give Axie Infinity a no-action letter? How do they
       | get around the securities laws thing?
        
         | rideontime wrote:
         | By ignoring it until the government catches up, like every
         | other startup does with regulations which should preclude their
         | "disruptive" business model.
        
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