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.…
> 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…
“Play-to-Earn” and Bullshit Jobs
501–510 of 700 posts
Re: “Play-to-Earn” and Bullshit Jobs
#502In 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…
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…
Re: “Play-to-Earn” and Bullshit Jobs
#503Earlier quoted context omitted.
> 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 bei…
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.
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."
Re: “Play-to-Earn” and Bullshit Jobs
#504A 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 l…
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
Re: “Play-to-Earn” and Bullshit Jobs
#505Here'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.
Sometimes I wish I didn't have any scruples so I could mint money from misery like this
Re: “Play-to-Earn” and Bullshit Jobs
#506Earlier quoted context omitted.
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.
> 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 th…
Re: “Play-to-Earn” and Bullshit Jobs
#507> 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-progra…
Re: “Play-to-Earn” and Bullshit Jobs
#508In 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…
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…
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.
Re: “Play-to-Earn” and Bullshit Jobs
#509Earlier quoted context omitted.
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 chan…
>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,…
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.