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  1. Life’s a Game
  2. Charles Stross
  3.  
  4. [ START interview transcript 1 ]
  5.  
  6. LOOK, I’M NOT A MURDERER! I’M A GAME DEVELOPER. I MAKE stuff for people to
  7. have fun with. I shouldn’t be in here, with, with those guys. What day is it,
  8. anyway? February 28th? Sheesh. When do I get to talk to a lawyer? I want a
  9. British lawyer present—
  10.  
  11. You ’re my lawyer? But you’re Muslim, I don’t want a—
  12.  
  13. You’re not Muslim? Seriously, it’s your biometrics? You’re afraid they’ll
  14. doxx you if you expose your hands or face. That’s why you’re dressed so
  15. medieval?
  16.  
  17. Okay, that’s your problem. If you didn’t want to be doxxed by griefers
  18. you shouldn’t have been born female. By the way, do you microwave your
  19. underwear before you wear it? I hear they can de-anonymize you using just
  20. the washing-instruction RFIDs in your knickers—
  21.  
  22. [ STOP ]
  23.  
  24. [ START interview transcript 2 ]
  25. OKAY, YES, I UNDERSTAND. PUT UP OR SHUT UP. No, I WON’T OBJECT this time. I’ll
  26. listen to legal advice. Please don’t let them extradite me. I’m not a war
  27. criminal.
  28.  
  29. Okay, yes, my name is Jamie Elliot MacDonald. I was born in Glasgow in
  30. 2003, but my mam and da split and she moved to Livingstone with the
  31.  
  32. bairns—me and my sister Julie—in, lessee, 2006. I went to Edinburgh
  33. University in 2021 to study games design and theory of fun, but I switched
  34. partway to development because I got the programming bug when I was 10:
  35. da sent me a RaspberryPi for my birthday, and then—
  36.  
  37. Okay, so you just want to know about my role in The Movement, is that
  38. it?
  39.  
  40. Okay, so—okay, I’ll stop saying okay now, okay? I was hired three years
  41. ago by Brian Krampus to work on The Movement for his company, Rock
  42. Paper Lizard. It was his project, after Column 88 went gold. Actually, he
  43. poached me out from under Keith Ecker at Star Track, where I was lead for
  44. gameplay experience on Rivers of Blood, the 19705 immigration first-person
  45. shooter in which you play Enoch Powell MP, on a mission to—
  46.  
  47. No. Rivers of Blood was not a “racist gore-fest pandering to knuckle-
  48. dragging English Defense League head-bangers.” Don’t call me a racist! The
  49. newsblogs crucified us because it’s the easiest way for them to get
  50. clickthroughs: oldest trick in the SEO lexicon. The media needs a steady
  51. stream of outrage, so they took our ironic virtual world essay about race riots
  52. in London in the 19705, photoshopped a few swastikas into it—okay, and the
  53. soundtrack Easter egg, that was Gary’s fault, it’s a fair cop, we should have
  54. found it and made Gary take that out—and they made out that we were—
  55.  
  56. Okay—um. Okay, Rivers of Blood was notorious. So when Brian was
  57. looking for a lead designer to work on The Movement, he came right to me.
  58. And that’s how I ended up in this cell, isn’t it?
  59.  
  60. No, definitely not terrorism. The Movement was just a game. We were
  61. going to have fun and make money, nothing more. Yes, I said make money.
  62. What kind of sad pillock writes computer games unless they’re in it for the
  63. cash? Yes, Brian had this way-out-here theory about how to induce fun, but it
  64. was really about money. I think if he—if any of us—had any idea where the
  65. money would lead us, we’d have run the fuck away.
  66.  
  67. I had an offer about the same time to dev for My Little Cthulhu:
  68. Friendship Is Madness. I could have had a cult following.
  69.  
  70. No. No I’m not a Yorkshire Nationalist. I’m not a Scottish Nationalist.
  71. I’m not an Englander. I’m not a Welsh Republican. Nationalism sucks.
  72.  
  73. What’s a Palestinian?
  74.  
  75. No, that doesn’t sound like my thing either. People are people, you
  76. know? Well, apart from the blood—sucking tentacle monsters in Brussels,
  77. draining our pockets with VAT and tying us up in red tape. I figure we can do
  78. without Eurocrats!
  79.  
  80. [ STOP ]
  81.  
  82. [ START interview transcript 3 ]
  83. HELLO AGAIN. IS THIS THE PART WHERE I EXPLAIN BRIAN KRAMPUS and The
  84. Movement?
  85.  
  86. Okay, yes, well. Brian had a good eye for trendspotting. A bad climate
  87. coming for the foreigners lovely people, the English, when they’re not
  88. kicking you in the head for being Scottish. Jock-bashing, that was the big
  89. thing in the ’20s, and of course the police would never find anything on
  90. video. The cameras were never working if it happened to you I had to take
  91. an elocution course to live south of the border.
  92.  
  93. Brian had this rant about unjust media. The media kept pushing the
  94. outrage buttons, and the politicians kept feeding the media bad news because
  95. they wanted to look relevant, and the background noise and violence just
  96. kept going up and up until We saw it in Scotland, after the first
  97. referendum, before the EU exit vote. They built that electric fence on the
  98. Scottish border and suddenly it was everybody versus everybody. Outrage
  99. everywhere. Catholics versus Protestants, Muslims in our midst, Kids versus
  100. Pensioners, Gamers versus Women, This versus That, Us versus Them.
  101. Tribalism is the ground state of identity politics in the network age—that’s
  102.  
  103. what Brian told us. A great place to make money, because bigotry is fractal:
  104. you can always find a new division and drive a new wedge.
  105.  
  106. That’s how he came up with the design brief for The Movement.
  107.  
  108. Look, The Movement is just a fucking game, okay? A third generation
  109. public service game, with neoliberal outsourcing theory and social media. A
  110. game, like Ingress, and Peelers What, you don’t play those?
  111.  
  112. Okay, let me explain. By 2020 the British government had outsourced
  113. everything they could. A night watchman state ideology. Quangos, and
  114. GovCorps, and employee-owned companies and big global contractors. But
  115. how can you privatize the police? Well, that was Peelers. The first thing to do
  116. is: you peel off all the trivial policework. Easy public-order stuff like
  117. escorting drunks home or jumping on shoplifters.
  118.  
  119. Peelers is a mashup of a massively multiplayer augmented-reality game
  120. framework and a social currency app. Players get points for cooperating, and
  121. goals are set by enforcing the “Peelers Principles of Policing”—the People Are
  122. the Police—nicked from some old copper called Peel, ha ha. It’s lots more fun
  123. and exciting than the old cop SWAT team bullshit. “Message from Peelers:
  124. concerned citizens are responding to a shoplifting incident at the Tesco
  125. around the corner from you. Are you available to join in? Clubcard rewards
  126. available.” The players loved it. Okay, it wasn’t detective work or armed
  127. response—but it was great exercise, lots of legwork.
  128.  
  129. See, gamification is good! It’s not cyberterrorism!
  130.  
  131. So, well, Brian didn’t tell the workforce the whole agenda. He just hired
  132. me to design the UX for The Movement. He did dump a lot of dead-tree
  133. reading on me, though. Social psych stuff by Phil Zimbardo and Stan
  134. Milgram, for starters. The KUBARK Counterintelligence Interrogator’s
  135. Manual, and the Cheney Protocol Wiki. I had to get up to speed with Mein
  136. Kampf, too. Have you read Hitler’s closing speech to the court during his
  137. treason trial in Munich? He’s such an amazing speaker!
  138.  
  139. I read Marinetti’s Futurist Manifesto. The Cluetrain Manifesto—uh, I
  140. think that one was mistagged, it should have gone into our team memepile as
  141. Business Development, not Game Development. And the Seduction Science
  142. archives. Solid game research, like that. Oh, and there were some precedent
  143. apps, too. We took a good look at the early social-locative platforms, from
  144. Facebook through Foursquare, and the way they interacted with pickup-artist
  145. apps. Apps like Girls Near Me.
  146.  
  147. Girls Near Me was a real piece of work. Crude but effective: you gave it
  148. access to your Facebook and Foursquare accounts, it worked out where you
  149. were, then it scanned Foursquare for check-ins in bars near you that were
  150. linked to Facebook accounts for women with relationship status “single.” It
  151. used any filter characteristics you’d selected. It could show you photos of
  152. girls, tagged by their friends, and let you see their pages. It could tell you if
  153. the girls had checked in alone or with first-degree contacts in their social
  154. graph. It was a pickup artist’s dream tool—one app with everything but the
  155. rohypnol!
  156.  
  157. Such a great game design, but it lasted about six seconds before the
  158. Social Justice Taliban and the feminazis nuked it off the app stores. Players
  159. had to download it from the developers’ website in Moscow. It was still
  160. available in the Darknet, as long as you used a burner phone loaded with
  161. dummy Facebook accounts and no passwords or credit cards. The genius
  162. creator of Girls Near Me, that poor guy went broke from the censorship. He
  163. had to sell out the Russian Maphiya—they added a keylogger to harvest some
  164. clients for blackmail. Tough story for him, he was rotting in Butyrka on a
  165. junk statutory rape charge. He had no arms—no, I don’t mean guns, I mean
  166. they out both his arms off in prison after he got gangrene from injecting
  167. krokodil. Another creative genius brought low by the mob A cautionary
  168. tale, eh?
  169.  
  170. [ STOP ]
  171.  
  172. [ START interview transcript 4 ]
  173.  
  174. OKAY, I GET IT, YOU DON’T LIKE GAME HISTORY. You WANT THE thing-in-itself. Okay,
  175. so, The Movement implemented the Kantian categorical imperative as a
  176. massively online artificial-reality game. We weren’t going for virality, we
  177. wanted universality. Kids play games as a learning activity: games are a way
  178. of rehearsing and learning useful behavior. Right? So Brian’s big concept was
  179. to fix society by giving it a gamified model of universal behavior. It would
  180. spread until everyone was constantly rehearsing right thinking and praxis for
  181. XP and lulz. Griefing the unbelievers.
  182.  
  183. What do you mean, that’s not Kant? We read him! Who the fuck
  184. understands Kant? Listen, Kant makes Wittgenstein read like the Daily Mail.
  185. If philosophy is an operating system for your brain, then Kant is so
  186. nosebleed that he makes Nietzsche and Chomsky look like prehistoric DOS—
  187.  
  188. The jury won’t understand Kant? You mean they’re illiterate idiots or
  189. something?
  190.  
  191. Oh. Oh, I see. Okay, I’ll cut out the operating systems theory. Okay, but
  192. you’ve got to understand that what Brian was doing he installed Kant on
  193. everybody’s phone, then made it a categorical imperative to spread The
  194. Movement. Or whatever set of rules The Movement was promoting as the
  195. categorical imperative at the time.
  196.  
  197. The first ruleset was oriented toward spread, like Facebook. It built a
  198. social graph, tried to get you to invite all your friends, and then filled in the
  199. gaps, all the six-degrees-of-separation holes. If you didn’t have a Facebook
  200. account, Facebook still knew about you from the hole you left in their
  201. network. I mean, the photos of you that all your friends uploaded, and so on.
  202. So you existed there as a ghost account, until you finally signed up and then
  203. they filled it in for you and all your friends. They already had you without
  204. you telling them anything.
  205.  
  206. The Movement used Kant as a platform. Because Kant was wrong about
  207.  
  208. human beings, you know? Kant believed that humans are essentially
  209. rational. The Movement didn’t make that mistake. The Movement UX rules
  210. assume that humans just want to have fun. They don’t want to morally
  211. reason, they want to run with the ball. Maximize your fun is the draw to get
  212. players into the game. Spread the fun to everyone you know, that was the
  213. categorical imperative. And make money for Rock Paper Lizard was the
  214. underlying qualia. See, I did read Kant, I can speak philosopher!
  215.  
  216. So, fine, back to my pretrial defense arguments.
  217.  
  218. At Rock Paper Lizard, we had to death-march it, twenty-four seven. We
  219. had to compete with the big game houses, the guys with Hollywood-sized
  220. budgets. We never had enough hands. We had to design the look, script the
  221. game, plan the movie and machinima serial spin-outs, hire writers and
  222. musicians, built the 3-D models for the animators and the spinoff toy
  223. printers And finally, we hope that our game catches fire. Then we use agile
  224. deployment for licensing options before the game times-out on us.
  225.  
  226. So I was putting in 90-hour startup weeks in the office and Brian was
  227. sleeping under his desk. Brian lived under his desk. That lifestyle is not good.
  228. I mean, you can cope if you’re 16 and it’s your first internship and you’re
  229. right out of a MOOC, trying to get hired. You can even cope if you’re 26 and
  230. hungry, or 36 and angling for your own corner office. I get that. When I
  231. joined Rock Paper Lizard, I was still 26 and hungry and Brian was 36 and
  232. angling, okay? It was a privilege to work for the genius Brian Krampus, right?
  233. And there was a health plan, at least for management.
  234.  
  235. Then Brian dropped dead of a heart attack. We were in feature freeze.
  236. We were two months out from going live on the public cloud. We had bet the
  237. company on Brian’s gaming revolution, and then Brian woke up dead under
  238. his desk one morning.
  239.  
  240. Well, what can we do? Hell, there’s only one thing you can do: you panic.
  241. And that’s what happened.
  242.  
  243. With Brian dead, the board of directors needed a new man to handle The
  244. Movement. But there wasn’t time to bring anyone up to speed on Brian’s
  245. vision thing. So they pushed it down a level. They picked me. They gave me
  246. the keys to Brian’s lifelogger and they told me to fill his shoes on the
  247. gameplay side.
  248.  
  249. I already knew where Brian was going in principle. I figured I could
  250. second-guess his to-do list.
  251.  
  252. Why would I say no? It was the biggest stroke of luck I’ve ever had! Pun
  253. not intended. No, seriously, nobody hands a design team leader the keys to a
  254. $50 million midlist game. I thought I’d died and been promoted to heaven.
  255. Next stop, the corner office. All I had to do was ensure that The Movement
  256. shipped.
  257.  
  258. We already had the architecture and artwork and music and all the
  259. optionals nailed down. We had a bunch of storylines and scenarios planned
  260. for the launch adventures. But there was this other “one big thing” Brian kept
  261. talking about, that we would deploy after launch. It was his follow-on plan,
  262. once we had a few hundred thousand folks running around joining their
  263. Maximum Leaders’ factions and Doing the Wave at each other whenever
  264. they saw the armbands.
  265.  
  266. Armbands? Yeah, Brian chose the design for those. Armbands: Cross of
  267. St. George with arrowheads on a white circle, brown background. This thing
  268. called a fylfot, in green. Five-pointed star, in red. It’s all tribal identity stuff.
  269.  
  270. What? Swastikas? Look, this was last year—2033. Nazis are old. Nazis
  271. are a Korean cosplay wedding tradition. Hitler was the Boss Nazi in the Cross
  272. of Iron game. They don’t teach history in British schools, we have real
  273. problems now, terrorists, class warfare. Nobody learns history and lands
  274. some expert job in history development. There’s no business model for that.
  275.  
  276. [ STOP ]
  277.  
  278. [ START interview transcript 5 ]
  279.  
  280. So I WAS IN THE OFFICE ON OUR LAUNCH COUNTDOWN, I HADN'T slept well for six
  281. days, and I still didn’t have an idea where Brian had hidden the Magic Plot
  282. Coupon of Profitability. The Movement lacked a structure. It was just a lump
  283. of declarative social glue, designed to hook a bunch of mini-quests and team
  284. raids. Our agency’s consumer focus groups said we were all over the map.
  285. Where was the bottle of Brian Krampus magic sauce?
  286.  
  287. We had The Movement. You join up and it raids your social networks
  288. and finds your friends—not your fake friends, not your Facebook bot-buddies
  289. and bullies you were at school with 20 years ago. I mean your real friends,
  290. the folks who check in where you check in twice a week at the same time,
  291. and upload pictures of you vomiting in a taxi afterwards. Your tribe, your
  292. people: with your social class, your rank on the Altemeyer Authoritarianism
  293. Spectrum and the Cleckley ASPD Checklist.
  294.  
  295. We went deep tribal on the players’ media bubbles. We mined their
  296. search history to find out what pushed their outrage buttons. Then we went
  297. long on principal component analysis to model their micro-class identity.
  298.  
  299. If you were a deep-green vegan hippie tofu-hugger with a soft spot for
  300. cats and a bunch of student loans from your useless degree in classical
  301. literature, you’d get assigned to the Gaia Clan as a team leader. Mission:
  302. protect the municipal flower beds from evil property developers. If you were
  303. a level 80 raiding guild Orc Tank but a shelf—stacker in Tesco during your
  304. nongaming moments, you’d probably wind up a follower in the Iron Fist clan.
  305. Middle-aged Christian anti-abortion chartered accountant from Durham? We
  306. have a line item for you. The Movement had 169 underlying personality
  307. eigentypes. By combining those eigentypes you can generate a theory of mind
  308. for almost every user. With a theory of mind you can figure out what goals
  309. will maximize their motivation.
  310.  
  311. Gaia Clan, Gametester Work Clan, Business Clan Empire Loyalist, and
  312.  
  313. maybe White British Fist people aren’t uni-dimensional. Some players
  314. belonged to two or even three clans.
  315.  
  316. There was procedural generation of scenarios, of course. With 200 clan
  317. classes and combinatorial microclasses you can’t make game scenarios by
  318. hand. I mentioned guarding the flower beds? If that works, you end up
  319. getting your clan to elect you to the Parish Council. Then you go on to bigger,
  320. better things—mandatory wind farms on every roof, organizing vegan
  321. demonstrations outside butcher shops.
  322.  
  323. Of course these were real world challenges. Players would feed in real
  324. news items from their filter bubble, news relevant to their clan’s eigensoul,
  325. and the system would identify outcomes that maximized the clan’s
  326. experience points and helped the players level up. Politics is a real
  327. experience-grind, and the dress code is kind of boring, but politics is a game.
  328. It’s an Alternate Reality Game that you can excel at, even if you’re ugly.
  329. Business is somewhat harder to gamify—because the Finance Clans have
  330. antisocial personality disorder up to here—
  331.  
  332. But with The Movement to glue them together, like with like, they could
  333. move mountains if only I could find Brian’s tube of glue.
  334.  
  335. I lived on diet soda, ham and pineapple pizzas, and cocaine. Then I hit
  336. paydirt.
  337.  
  338. I found Brian’s master plan in his doctoral thesis on Social Psychology
  339. and Theory of Fun.
  340.  
  341. There was no “key to the game.” The Movement wasn’t a game. The
  342. Movement was simply Brian himself, running a huge social engineering
  343. experiment. Brian knew that human beings are tribal apes. We form groups
  344. with internal relationships that are limited roughly by Dunbar’s number.
  345. We’re wired to pay attention to our senior apes. Celebrities, thought leaders,
  346. war leaders, film stars, and ayatollahs. The Man on the White Horse—when
  347. he rides into town to save the tribe, we worship him. But what if the Man on
  348.  
  349. the White Horse is just the highest-ranking raid leader of a gaming guild?
  350. What if Napoleon’s, like, following from in front?
  351.  
  352. The Movement is mindless. It’s just a categorical imperative to spread,
  353. infect your neighbors, form social networks that cleave naturally into
  354. overlapping interest clans, assimilate news relevant to your clan’s interests,
  355. and use goal-searching to generate outcomes favorable to your clan. In other
  356. words, all the traditional stuff that happens in society anyway, only with an
  357. added gamified reward structure and ad hoc social networking to make it
  358. happen efficiently. The Movement gamifies life. Even being a game developer
  359. can be a game.
  360.  
  361. [ STOP ]
  362.  
  363. [ START interview transcript 6 ]
  364.  
  365. THE MOVEMENT LAUNCHED IN WEIMAR REPUBLIC MODE ON MARCH 5, 2033.
  366. History is fractal, Brian kept saying. The names change but the deep
  367. structure remains the same.
  368.  
  369. The Movement spread first among console gamers. Your raiding guild
  370. can hook up IRL and socialize and no griefer can bug your voice channel. The
  371. Movement saw to it that only compatible members of your guild ever get to
  372. meet each other. No more griefers, just hardcore players fiber alles. Raiding
  373. guilds who adopted The Movement saw a 20 percent increase in gold across
  374. the board within a week.
  375.  
  376. Then it began to spread among the police gamers—the “Peelers.” The
  377. amateur cops had been doing it for the store discount vouchers and goodwill,
  378. but now they wanted to form tribes and print armbands. We should have
  379. anticipated that. Peelers were bottom-up street policing, but The Movement
  380. generates structure.
  381.  
  382. Then the Movement suddenly unionized Tesco and Walmart, the very
  383. same week. The big retail chains who knew their employees were such big
  384.  
  385. gamers? But the big box stores were the biggest employee pools around. The
  386. Movement went from zero to 200,000 Union Guild members. Then the
  387. chain-store picketing started. And the sit-ins, and the lightning strikes.
  388.  
  389. That’s when Istvan called me up to his office. Istvan was the chairman of
  390. the board of directors. “Jamie,” he said, as he put his arm around my
  391. shoulders—he was all sharkskin suit and slicked-back hair—“you’ve done
  392. good. But how do we turn it off?”
  393.  
  394. “I don’t know,” I said.
  395.  
  396. “Jamie.” He was still smiling. “Our friends on the stock exchange are
  397. offering us $2 million to shut down Union Guild. How do we remove a rogue
  398. guild and keep The Movement running?”
  399.  
  400. “I don’t know,” I repeated. “The guilds are all emergent: it’s a tangled
  401. web. If I shut down that Union Guild, it could tear down the entire social
  402. graph. Tell you what, I’ll work on the issue. In the meantime, $2 million is
  403. low-balling us! Two million for 200,000 players? Ha!”
  404.  
  405. Istvan stopped smiling. He hadn’t thought about our Average Revenue
  406. per User. Then I noticed his silk black armband. I had to go look that one up.
  407. Boss Guild, Take No Prisoners. Lovely!
  408.  
  409. Union-busting was the least of our problems. We hadn’t planned on the
  410. speed of the demographics.
  411.  
  412. We should have seen it coming: the filter bubbles. Brian called it the
  413. Crazification Factor. A certain percentage of the population really believes
  414. the Royal Family are flesh-eating lizards in people suits. Others think that
  415. the Greens want to extract all their teeth so they can’t eat meat any more.
  416. Filter bubbles, right? Once you blunder into the wrong kind of Bizarro-world
  417. filter bubble, you end up avoiding fluoride toothpaste, or shouting at
  418. chemtrail clouds. It was a headache when the game launched in Britain, but
  419. then it got worse: the EU has over half a billion people. That’s a lot of
  420. lunatics.
  421.  
  422. Back home, The Movement made waves. We had labor unrest like the
  423. country hadn’t seen since the 1970s. The really alarming guilds snowballed:
  424. Marching Hammers, Cross of St. George. Riots and arson, in Oldham, then in
  425. Birmingham and Tower Hamlets and all over Britain. Immigrant districts,
  426. poor districts, Muslims, the usual magnets for street marches and extremists,
  427. except, suddenly, they were optimized for urban violence. They were
  428. inventing neat hacks, like blowing up liquid-gas depots instead of just
  429. throwing Molotovs. In The Movement, we never taught anybody how to turn
  430. community centers into impromptu gas chambers.
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