Lessons Learned in an Alternate Universe

Saturday, May 4th, 2013

Back in high school, Scott Alexander and some friends decided to make up a fantasy world, Bridge to Teribithia-style, and the game spread. He shares some lessons learned from spending 5,000 virtual years in an alternate universe:

The total lack of rules or advance planning with which we constructed Micras gives it an amazing feature unmatched in any other role-play I know of: the game is exactly identical to the meta-game.

A country is a bunch of people coming together and claiming to be a country and doing country-like things (kind of like in reality). The king — or Shah, or President, or Premier, or Ayatollah — of the country is whoever can convince other people to call them the king and obey their orders (kind of like in reality). The country’s land is pretty much whatever land they can convince other people to accept they have (ibid). The constitution is whatever document you can convince everyone else to sign (…).

If one person wants to found their own single-person country, no one can stop them, but they’re less likely to be taken seriously or considered a Great Power. If lots of people come together to form a country, no one can stop them, but they had better be able to get along and agree on the rules. If you want to unite to ostracize somebody, no one can stop you, but you’d better be able to get more people on your side than they have on theirs.

If you want to claim you have a billion nuclear bombs, no one can stop you, but they’ll just say you’re a terrible simulation partner and ignore you when you say you bomb them. If you want to claim you are pure pacifists, no one can stop you, but then you better either have an alternate plan for protecting yourself (like strong allies) or be prepared to just absent yourself from the military simulation and annoy everyone else. If you want to write a history of your country that conflicts with histories everyone else has written, no one can stop you, but no one is going to take your history seriously either or build upon it or make it part of their canon.

As a result, while other geeks were learning how to calculate damage from Magic Missiles, I was learning how to manipulate consensus reality. I guarantee you one of these skills is more valuable than the other.

The skill of manipulating consensus reality seems more or less identical to the skill commonly called “leadership”. It is easy to underestimate. The whole gag of the comic strip Dilbert is underestimating leadership. These brilliant engineers do the actual hard work, and then some idiot just says “work faster!” or something similarly dumb and gets hailed as a leader and paid a much higher salary and given credit for the group’s success.

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I think the most important thing I learned about leadership is to avoid it. It’s stressful, everyone blames you for everything, and “getting to make decisions” sounds a lot better before you realize how banal and annoying 99% of decisions are. But I also learned that large organizations tend to have a position that pretty much controls everything from behind the scenes but doesn’t have to cope with the appearance of power. In Shireroth it’s called “Steward”. In Westeros it was “King’s Hand”. I don’t know about the USA, but I wouldn’t be surprised if it was “White House Chief of Staff”. These positions are a whole lot more fun, and surprisingly there’s a lot less competition for them.

Closely related is learning how many people are optimizing for appearance — which means if you’re optimizing for something else it’s pretty easy to strike compromises that give everyone what they want. If you’re fighting for control of a province, the compromise “your enemy gets an important sounding title like Archduke with almost completely ceremonial powers, and you get a boring sounding title like Undersecretary of Resource Management that controls the place’s economy and military” works a surprising amount of the time. Same with titling a bill “The X Party Wins Bill” and getting leading members of the X Party to support it and having the Y Party protest it angrily and not have any policy proposals of the X Party in it at all.

The third important thing I learned is to have a lot more respect for politicians and people in power. I think everyone should have the media perform a hatchet job on them at least once. It’s this really scary feeling when you know you’re trying to be honest and do the right thing, and yet you see how easy it is for a hostile writer to cast every single thing you do as corrupt and destructive. And how quick everyone is to believe them. And how attempts to set the record straight get met with outraged “how dare you give one of those typical sputtering non-apologies!”. It reminds me of those computer games where “ACCUSE” is just a button you press, and it doesn’t even matter what the accusation is or whether it makes sense. Once someone has invoked the genre of scandal, it will play out the same either way, proceeding deterministically along political lines until everyone reaches the usual compromise of agreeing you’re scummy and dishonest but not worth the trouble of impeaching.

The last important thing I learned is to be nice. It practically never fails that somebody who thinks they’re really cool joins Micras, makes fun of one of our admittedly disproportionate number of people with no real life or social skills, bullies and harasses them for months or even years… and then that person is the swing vote in an important election, or finds themselves sitting on a deposit of valuable rare earth metals everyone needs. My favorite cases are when neither of those two things happens, and the person just spends five years sorting out their issues and becoming smarter and more competent, and then ends up in charge of everything solely by their own merit. I am pleased to report they rarely forget how the bully behaved when they were young and stupid.

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