Reading Notes
- Hamartia - fatal error born of unavoidable ignorance
- Concept from ancient Greece
- Inevitably leads to destruction when combined with moral flaws
- Humans are not only cursed by mortality of the flesh, but by hamartia-driven spiritual weakness
- Nietzsche
- God is dead - only the flesh is real
- The only rule governing the universe is the constant grind of entropy
- Entropy offers everyone a choice: death or reproduction
- Clueless - choose death boldly
- Losers - choose reproduction carefully
- Sociopaths - try to find a way out of the choice
- Heads I Win, Tails You Lose
- Abbreviated as HIWTYL (“hightail”)
- Tendency to grab more than your fair share of the rewards, and less than your fair share of the blame
- Sociopaths are not interested in individual HIWTYL scenarios - they engineer systems and processes that reliably, predictably and stealthily generate HIWTYL situations
- Systematically claim paternity for successess and orphan failures
- The Golden Ticket Reconsidered
- Golden ticket scenario
- Idea that initially seems good
- Seemed to go bad
- Worked out good in the end
- How would you try to maximize gains and limit your losses with such an idea?
- Asymmetric incentives - bonuses for success, no penalties for failure
- Use committees to distribute responsibility
- Make sure that the head of the committee is a Clueless
- Launder your ideas through committees created above
- If the scheme succeeds, you claim success, distribute a small portion of the reward to the committee and walk away with the lion’s share
- If the scheme fails, you split the blame three ways:
- Nominally accountable Clueless chairperson - incompetence
- Losers on committee - poor esprit de corps - accuse them of not being motivated/engaged enough
- Processes used by committee itself
- The processes used to shift blame should also try to reduce the total magnitude of the blame, by making major forseeable screw-ups look like minor unexpected mishaps
- Three questions:
- How do you generate HIWTYL situations over large scales and long time-horizons?
- What happens to the portion of the blame not assigned to anyone?
- Why shouldn’t we account for blame fairly?
- The Hanlon Dodge
- Hanlon’s razor: never ascribe to malice what can be adequately explained by stupidity
- Use the stupidity of Clueless to mask the malice of the Sociopaths
- Combine misapplication of Hanlon’s razor with the human tendency to link penalties intent rather than consequences
- Shift the locus of blame from malice to incompetence to lower penalties
- Sociopaths use Hanlon’s razor to feign incompetence themselves, or accuse others of incompetence, as necessary
- Feigning incompetence - ends are justifiable, but means are not
- Feign your own incompetence to get someone else to come in and do the work for your
- Can be used to dodge menial work
- Accusing others of incompetence - means are justifiable, ends are not
- Engineer execution failures via indirection and abstraction
- Acheive ends via “lucky accidents”
- Example: ask employees to do “their utmost” to accomplish a goal
- Allows Sociopath to keep their hands clean while ensuring that illegal means still get used
- Seasoned Sociopaths maintain a permanent facade of strategic incompetence and ignorance, rather than just making up situational incompetence
- Combine this with indirection and abstration in things asked of reports to create HIWTYL scenarios
- What is the difference between a HIWTYL scenario and a scenario in which a report is given genuine autonomy?
- If you want to genuinely give people autonomy and room to grow, you allow them autonomy in areas they’re strong
- When you want engineered failures, you give them autonomy in areas they’re weak
- Hanlon’s Razor allows Sociopaths to avoid doing unpleasant things themselves, achieve indefensible goals, and maintain plausible deniability the whole time
- Theater of justification
- Only Clueless and Losers debate whether the ends justify the means
- Sociopaths know that there are only ends and justifications
- Divide and Conquer
- Losers, as individuals, are too smart to fall for Hanlon Dodges
- Need to exploit groupthink
- 2 key features of Loser groups to exploit:
- Many active fault lines
- These fault lines are necessary to ensure status illegibility
- But can be exploited by Sociopaths to turn group members against one another without having to manufacture reasons
- If enough schisms aren’t there to be exploited, offer incentives to one subgroup and they’ll naturally work to screw over the others
- Naturally apportion credit and blame in ways that don’t balance
- Losers will only accept blame in inverse proportion to self-perceived status
- If everybody (or, at least everybody who is not the Omega) believes themselves above average, everyone will try to assign more of the blame to others and less to themselves
- Opposite process with success - the higher your self-perceived status, the greater the share of success you try to claim
- Internal valuations of earned credit are inflated
- Internal valuations of blame run a deficit
- Leads to a group overvaluing its strengths and underestimating its weaknesses
- Sociopaths use divide-and-conquer tactics to create “valuation events” that force a thorough accounting of credit and blame along some axis
- This causes (illusory) social capital to be destroyed, fissuring the group into to illegible subgroups
- Loser psychology
- Losers have a genuine sense of honor
- Want to apportion credit and blame fairly
- HIWTYL instincts are buried under a layer of denial
- Have empathy and natural solidarity - won’t pull naked HIWTYL maneuvers
- Losers need to dehumanize their victims (or have them dehumanized by Sociopaths) before they’ll pull HIWTYL plays
- The Gilded Cage
- Blame apportioned to formal and institutionalized relationships within a community
- Paperwork (e.g. forms)
- The purpose of paperwork is not to serve the person who submits it, but to protect the person who processes it
- The purpose of paperwork isn’t to do what it explicitly says, it’s to allow the organization to pretend that it did what the paperwork says
- Calvin and Hobbes: “Let’s not and say we did”
- Reports must not exhibit any autonomy when executing paperwork
- Autonomy implies responsibility, and the entire point of paperwork is to dodge responsibility
- Bureaucracy
- Assumes knowledge of staff vs. line distinction
- Line: workers that directly advances the core priorities of the organization
- People who do the things that the organization ostensibly does
- Think assembly line workers
- Staff: supports the organization with advisory and support functions
- People who (ostensibly) help the line workers do their jobs
- Think support staff
- HR, accounting, legal, etc are all staff positions
- Line positions tend to be much more organization dependent
- Manufacturing
- Engineering
- R & D
- 2 parts of risk management
- Unpredictable part - handled by line hierarchy
- Predictable part - handled by staff hierarchy
- Predictable risk management allows Sociopaths to engineer the organization to generate HIWTYL situations for them
- This is the true role of bureaucracy
- Do things that are in the interest of Sociopaths efficiently and competently
- Do things that the organization is expected to do, but would cut in to the profits of Sociopaths poorly or not at all
- Obstruct, delay and kill things that might hurt the interests of Sociopaths
- Sociopaths design systems to extract the easy value from whatever market opportunity motivates the creation of the firm
- Don’t bother making expensive investments that won’t pay off before the organization hits diminishing returns
- Bureaucracy is inherently Clueless by design
- Designed to fail in ways that achieve unspoken Sociopath intentions, while allowing them to claim nobler explicit intentions
- Members of hierarchy have to play along - bureaucracy is incompatible with autonomy
- So what happens when the bureaucratic rules dictate clearly inappropriate responses to situations?
- On paper - appeal decisions or trigger exceptions
- Only works when decision would benefit Sociopaths
- Increasingly complicated exception clauses are added to rules to make the process of appeal even slower and more costly for non-Sociopath aligned cases
- Has the side-benefit of making rules totally incomprehensible - confuses bureaucrats into docility
- So how do you get the bureaucracy to do something it wasn’t designed to?
- Stealth
- Support from high-up Sociopath
- Corruption and bribery
- So how does a Clueless-by-design bureaucracy shift blame?
- Transfer responsibility onto the “system”
- Can’t blame members for malice, only for being “cogs” or “tools”
- However, bureaucracy is fundamentally a staff system, rather than a line system, and its Sociopaths merely seek rents rather than active returns
- The Burden of Organizational Sins
- Blame is apportioned by Socipaths among the above three groups:
- Individual Clueless (via Hanlon Dodges)
- Loser Culture (via divide-and-conquer)
- Bureaucracy (by design)
- Sociopaths are highly complicit, but able to deny almost all of the complicity
- Losers are trapped via divide-and-conquer maneuvers and cannot completely deny their complicity, except to themselves
- Clueless are least complicit in terms of actual intentions, are put in systems that protect them via their own cluelessness
- While some accumulate more blame than others, the system overall is designed to be non-zero-sum
- So what happens to the blame that doesn’t get allocated to anyone?
- Organizational dark matter
- Decreasing morale
- Reinforcement of incompetence
- Organization itself turns into a byzantine, incomprehensible maze as it pretends to self-correct
- Systems and processes are clogged with delayed exceptions
- The organization itself accepts the unaccounted for blame and slowly begins to die for the sins of the people within it
- Power from Emptiness
- David Wallace’s vacuum cleaner is a metaphor for Sociopath lives
- Generate power from emptiness; allows Sociopaths to turn themselves into forces of nature
- When Sociopath stories end, the Clueless and Loser stories that continue become bereft of meaning - cargo cult organizations
- The Quest for Unmediated Realities
- Sociopath journey begins with a religious dissatisfaction
- Find that contemporary narratives are too convenient for those with power - prevailing social order is necessary and natural
- Sociopaths start their journeys to rid themselves of the feeling that reality is more complex than what is being presented to them
- Suspcious that things hidden are not being hidden for their own good
- Want to engage reality directly, with no mediation from other humans
- Stylized for Clueless the Sociopath’s struggle becomes the Hero’s Journey
- Stylized for Losers, the Sociopath’s struggle becomes religion - absolution for sins and a sign of grace
- To Sociopaths themselves, the journey is a nihilistic journey into emptiness
- Finding Amorality
- Sociopaths don’t fear amorality, they aspire to it
- Sociopath’s journey is the progressive unmasking of harsher and harsher social orders
- Morality goes first
- Then the idea of a benevolent universe
- Then the idea of predictable relationships between effort and rewards
- As they keep ripping away layers, Sociopaths find transient meaning but not enduring satisfaction
- However, surprisingly, they find power over others
- Sociopaths acquire agency by searching for meaning
- This allows them to mediate reality for others
- Gods Who Talk Back
- Small minds discuss people, average minds discuss events. Great minds discuss ideas. - Elanor Roosevelt (attributed)
- The distinction between theism and atheism is for small and average minds
- Sociopaths understand that the true distinction is between gods that talk back and gods that don’t
- Sociopaths inhabit the Darwinist/Protestant ethic
- Darwinist is atheistic
- Protestant is religious
- But both have the common attribute of a silent god
- The religions of Clueless and Losers are ultimately religions of happiness
- Seek a socially mediated relationships with reality - the very thing the Sociopath seeks to escape
- Gods are always talking back somehow
- The gods of the sociopath are absent meanings and voices
- Sociopaths are truly alone in a way that Clueless and Losers aren’t
- Sociopath religion is a recipe for neurotic self-destruction, with a chance at true freedom
- When Sociopaths accept the divine roles that Clueless and Losers entrust them with, they rule the realities of others
- However, any human stand-in for the divine is going to be a let-down
- The believers are always betrayed
- Get the Clueless to blame themselves
- Get the Losers to blame each other
- Each gives a particular form or religiosity
- The Rankable Hero-God
- In solitude, Clueless minds turn to contemplation of their idols
- Idealized organizations and unreconstructed idols
- Gods are far-removed but attainable heroes
- Heroes are distant, but a countable number of steps away
- Heroes can themselves be ranked
- Clueless heroes are to be imitated and life in Clueless heaven is not dissimilar from life on Clueless earth
- Everything in Clueless religion is countable
- Sins are countable as demerits
- Rewards are concrete
- Sociopaths can serve as high-ranking hero-gods so long as the conceal the “elevator” they took to get to a high level
- Hide social advantages
- Hide “privilege”
- Hide out-and-out cheating
- Even failures don’t demote one from god-hood - only alters ranks within the pantheon
- Innocent, child-like religiosity
- When Clueless are betrayed by Sociopaths, they usually react with misguided honor and loyalty
- Ocassionally try ineffectual revenge
- Reaction to betrayal is a loss of innocence
- Very rarely, this turns the Clueless into a Sociopath directly
- Clueless see the non-legible side of the social order and seek to manipulate it
- This turns them into a Sociopath
- Usually what happens is that the Clueless turns into a Loser - loses faith in the organization, becomes a checked-out minimum effort producer
- Wrangling Loser Spirituality
- Loser spirituality revolves around social events and the associated changes in status and emotions
- Losers see themselves as spiritual, but not religious
- Yearning to be “indivisibly” part of something larger than themselves
- Belongingness/oneness-with-the-divine
- No explicit concrete rewards or demerits
- Balance illegible emotional experiences against one another
- Overweight social behaviors over material substance
- Would rather have $10 presented with respect than $100 presented spitefully
- The Sociopath as Priest
- Because Losers don’t look to closely at the material results, they’re able to be manipulated by Sociopaths who do
- Explicitly tying non-material rewards to material rewards generates emotional drama, which Sociopaths use to divide and conquer Loser groups
- Sociopaths frame their contribution to betrayal situations between Loser groups as necessary and inevitable
- In the theater of Loser spirituality, Sociopaths add inevitable-seeming events and emotional boundary conditions
- Because the Sociopaths stand apart from Loser group consciousness, they’re able to dispense absolution for guilt - the one emotion that Losers cannot resolve for themselves
- Unlike Clueless, Losers are often betrayed in groups
- Losers turn into Sociopaths by catching a glimpse of unmediated reality during a Sociopath divide-and-conquer play and correctly assign blame to the Sociopath
- Meaning and Power Through Withdrawal
- The process of creative destruction in the Sociopath mind creates power, but destroys meaning
- It is this process that allows them to gain power over others
- Sociopaths create meaning through the things they subtract, rather than the things they add
- Subtractive simplification is much easier than creating fake realities and yields just as much power
- Sociopaths subtract human fraility and fallibility to create heroes for the Clueless
- Subtract participatory emotion to turn themselves into detached priests for the Losers
- In each case, the Sociopath withdraws information: personalities and inner lives for the Clueless, and information about specific situations and material realities for the Losers
- Clueless cannot process anything that isn’t finite, external and countable - gives Sociopath power by allowing them to handle illegible, uncountable subtleties
- Losers cannot process the material aspect of anything that involves strong emotional content - gives Sociopath power by allowing the material advantage in exchange for emotional absolution
- Sociopaths do not take power; power is given to them by Losers and Clueless who rely on Sociopaths to process parts of reality that they cannot process for themselves
- Power Literacy
- The Sociopath’s process of carving out finite and tractable realities for Clueless and Losers creates layers of social realities that gamify the world
- Sociopathy is about recognizing that there are no social realities
- Only masks
- Social realities are a hierarchy of convenient fictions for those predisposed to believe that humanity is special in some way
- Any ideas that put humans into a special position (like justice, fairness, ethics, etc.) are raw material for mediated abstractions that can be used to control Clueless and Losers
- As Sociopaths tear away the abstractions that govern social reality, the process becomes instinctive - power literacy
- Reality Shock
- As Sociopaths disassemble social abstractions, they automatically devalue those abstractions
- The culmination of this process reveals to the Sociopath that there is no god at all - that reality is fundamentally meaningless
- No special place for humans
- Visceral, rather than intellectual moment
- Sociopaths don’t need a non-existent God; one that’s merely disinterested in our universe will do
- To weather reality shock is to get over one’s terror at an absent god, and awaken to the freedom that condition represents
- Free as in Speech, Free as in Lunch
- Free as in speech - Sociopath has creative freedom in scripting social realities for others
- Manipulate “cherished human values”
- Free as in lunch - Sociopath has nearly zero accountability, thanks to agency ceded to him by Losers and Clueless
- “Moral hazard”
- “Principal-agent problem”
- Losers and Clueless vaguely sense that the realities being presented by Sociopaths are bullshit - not so much a lie as completely orthogonal to the truth
- Sociopaths have figured out that amorality is the norm in the universe - that morality is carved out by Sociopaths for the benefit of Losers and Clueless
- In this way, the lives of Sociopaths are incomprehensible to non-Sociopaths
- Clueless and Losers have to invent hidden social realities that govern the actions of Sociopaths
- The Birth of the Messiah
- Most Sociopaths that weather reality-shock accept their permanent estrangement from non-Sociopaths
- Some Sociopaths regret their knowledge of the ultimate reality of the universe - ultimate freedom also implies ultimate responsibility
- These Sociopaths reject their freedom and attempt to rejoin humanity
- This effort is doomed to failure
- What is known cannot be un-known
- These Sociopaths become Messiahs
- Protect innocence of Clueless
- Restore the faith of Losers
- Restore peoples’ world-views after potential disillusionment and ascent (descent?) into Sociopathy
- Try to participate in Loser behaviors, but the action is fundamentally empty for them
- Messiahs are “social black holes”
- Certainty of Nothingness
- So, what have we learned from all this?
- Subcultures are dead
- Main creative cultural force from 1975 to 2000
- Why did they stop working?
- As soon as subcultures start to get interesting, they get invaded by muggles, who ruin them
- Around 2000 people stopped hoping that subcultures could escape this dynamic and gave up on them
- The Birth of Cool
- Before there is a subculture, there is a scene
- Small group of creators who invent an exciting new thing
- Musical genre
- Religious sect
- Technological advancement
- Political theory
- The new scene draws fanatics
- Fanatics don’t create
- Contribute time, money, organization, adulation to creators
- Creators and fanatics are both geeks
- Distinguishing characteristics of geeks:
- Love the New Thing
- Fascinated by esoteric ins and outs
- Spend all their time either working on it or talking about it
- If a scene is sufficiently geeky, it remains a geek thing - turns into a weird hobby rather than a subculture
- If a scene is unusually exciting, and can be appreciated without having to get geeky about details, it draws mops.
- Original term: MOP (member of public)
- Alternatively: “casuals”, “tourists”, “posers”
- Initially geeks welcome mops
- Mops provide resources that geeks can use
- Ego boosts
- Enough financial support that the best geeks can quit their day jobs and go pro
- These geeks produce more and better New Thing
- The mop invasion
- Mops are welcome at first, but when they grow too numerous they dilute the culture
- Mops don’t really like the New Thing - it’s too weird and complicated for them to process
- They prefer the diluted version of the new thing, that’s closer to what mainstream culture has led them to expect
- Rather than talking about the New Thing nonstop, mops talk about normie pursuits, like sports and celebrities
- At this point the fanatics may become disgusted and give up, leading to the collapse of the subculture
- The sociopath invasion
- Creators generate cultural capital
- Fanatics generate social capital
- Mops, when properly exploited, produce liquid capital (i.e. money)
- None of these groups have any idea how to exploit this capital
- Sociopaths come in and become best friends with selected creators
- Dress like creators, but a bit better
- Talk like creators, but a bit smoother
- Even do some of the creative activity - sociopaths are competent, but not groundbreaking
- Geeks aren’t fooled - they’re sufficiently in touch with the state-of-the-art to distinguish a sociopath from a true geek
- However, geeks don’t know why sociopaths are there
- Mops are fooled by sociopaths
- Sociopaths are like geeks, but better
- Quickly gain the adulation of mops that used to be going to geeks
- Work out how to monetize the subculture
- Funnel a tiny proportion of the money to creators
- Enable more creators to go pro, but not so many that the creative product is devalued
- Hire fanatics as service workers
- Fanatics resent it, but are also drawn in by the appeal of working full-time on the New Thing
- The Death of Cool – Unless…
- After a couple of years, the cultural, social and financial capital of the subculture is used up
- New Thing is no longer so new as to merit attention
- Sociopaths leave behind broken geeks - divide and conquer manipulation tactics cause fissures and divisions
- However, if some of the creators are true geniuses, and they get correct support from sociopaths, they can ascend into “superstardom”
- Resistance
- The subculture lifecycle is only problematic for geeks
- Provides reliable, low-cost waves of novelty for mops
- Provides easily exploited pools of prestige, sex, power and money for sociopaths
- Exclusion
- Create costly barriers for entry
- Keeps out posers, but limits potential
- There is usually a conflict between geeks who want the subculture to remain small and ideologically pure, and those who want it to grow and gain power
- Keeping a 6:1 ratio of mops to geeks is about right
- Anything higher than 10:1 risks burnout for the fanatics
- Sociopaths only show up when there are mops to exploit, so limiting mop involvement inherently limits how interesting a group is to sociopaths
- Eject sociopaths
- Geeks can recognize sociopaths but are bad at ejecting them
- Mops can’t recognize sociopaths and wouldn’t want to eject them even if they did recognize them
- Moreover, geeks need sociopaths if the new thing is ever to grow beyond a niche hobby
- Be slightly evil
- There are still new subcultures, but they don’t have the same cultural or social force
- Fluid mode
- Be slightly evil - geeks should learn and use some of the sociopaths’ tricks
- Let go of hope that eternalist hope and faith that subculture will provide meaning forever
- Also resist sociopaths’ nihilism - it is worthwhile to create new things, even if those things are, in the end, fleeting