How and Why to Rate Books and Things

Here’s the image that inspired this post:


Now, there’s an awful lot of political catnip in that post, but I’m actually going to ignore it. So, if you want to hate on Captain Marvel or defend Captain Marvel: this is not the post for you. I want to talk about an apolitical disagreement I have with this perspective.

The underlying idea of this argument is that you should rate a movie based on how good or bad it is in some objective, cosmic sense. Or at least based on something other than how you felt about the movie. In this particular case, you should rate the movie based on some political ideal or in such a way as to promote the common good. Or something. No, you shouldn’t. ALl of these approaches are bad ideas.

That's not how this works

The correct way to rate a movie–or a book, or a restaurant, etc.–is to just give the rating that best reflects how much joy it brought you. That’s it!

Let’s see if I can convince you.

To begin with, I’m not saying that such a thing as objective quality doesn’t exist. I think it probably does. No one can really tell where subjective taste ends and objective quality begins, but I’m pretty sure that “chocolate or vanilla” is a matter of purely personal preference but “gives you food poisoning or does not” is a matter of objective quality.

So I’m not trying to tell you that you should use your subjective reactions because that’s all there is to go on. I think it’s quite possible to watch a movie and think to yourself, “This wasn’t for me because I don’t like period romances (personal taste), but I can recognize that the script, directing, and acting were all excellent (objective quality) so I’m going to give it 5-stars.”

It’s possible. A lot of people even think there’s some ethical obligation to do just that. As though personal preferences and biases were always something to hide and be ashamed of. None of that is true.

The superficial reason I think it’s a bad idea has to do with what I think ratings are for. The purpose of a rating–and by a rating I mean a single, numeric score that you give to a movie or a book, like 8 out of 10 or 5 stars–is to help other people find works that they will enjoy and avoid works that they won’t enjoy. Or, because you can do this, to help people specifically look for works that will challenge them and that they might not like, and maybe pass up a book that will be too familiar. You can do all kinds of things with ratings. But only if the ratings are simple and honest. Only if the ratings encode good data.

The ideal scenario is a bunch of people leaving simple, numeric ratings for a bunch of works. This isn’t Utopia, it’s Goodreads. (Or any of a number of similar sites.) What you can then do is load up your list of works that you’ve liked / disliked / not cared about and find other people out there who have similar tastes. They’ve liked a lot of the books you’ve liked, they’ve disliked a lot of the books you’ve disliked, and they’ve felt meh about a lot of the books you’ve felt meh about. Now, if this person has read a book you haven’t read and they gave it 5-stars: BAM! You’re quite possibly found your next great read.

You can do this manually yourself. In fact, it’s what all of us instinctively do when we start talking to people about movies. We compare notes. If we have a lot in common, we ask that person for recommendation. It’s what we do in face-to-face interactions. When we use big data sets and machine learning algorithms to automate the process, we call them recommender systems. (What I’m describing is the collaborative filtering approach as opposed to content-based filtering, which also has it’s place.)

This matters a lot to me for the simple reason that I don’t like much of what I read. So, it’s kind of a topic that’s near and dear to my heart. 5-star books are rare for me. Most of what I read is probably 3-stars. A lot of it is 1-star or 2-star. In a sea of entertainment, I’m thirsty. I don’t have any show that I enjoy watching right now. I’m reading a few really solid series, but they come out at a rate of 1 or 2 books a year, and I read more like 120 books a year. The promise of really deep collaborative filtering is really appealing if it means I can find is valuable.

But if you try to be a good citizen and rate books based on what you think they’re objective quality is, the whole system breaks down.

Imagine a bunch of sci-fi fans and a bunch of mystery fans that each read a mix of both genres. The sci-fi fans enjoy the sci-fi books better (and the mystery fans enjoy the mystery books more), but they try to be objective in their ratings. The result of this is that the two groups disappear from the data. You can no longer go in and find the group that aligns with your interests and then weight their recommendations more heavily. Instead of having a clear population that gives high marks to the sci-fi stuff and high-marks to the mystery stuff, you just have one, amorphous group that gives high (or maybe medium) marks to everything.

How is this helpful? It is not. Not as much as it could be, anyway.

In theoretical terms, you have to understand that your subjective reaction to a work is complex. It incorporates the objective quality of the work, your subjective taste, and then an entire universe of random chance. Maybe you were angry going into the theater, and so the comedy didn’t work for you the way it would normally have worked. Maybe you just found out you got a raise, and everything was ten times funnier than it might otherwise have been. This is statistical noise, but it’s unbiased noise. This means that it basically goes away if you have a high enough sample.

On the other hand, if you try to fish out the objective components of a work from the stew of subjective and circumstantial components, you’re almost guaranteed to get it wrong. You don’t know yourself very well. You don’t know for yourself where you objective assessment ends and your subjective taste begins. You don’t know for yourself what unconscious factors were at play when you read that book at that time of your life. You can’t disentangle the objective from the subjective, and if you try you’re just going to end up introducing error into the equation that is biased. (In the Captain Marvel example above, you’re explicitly introducing political assessments into your judgment of the movie. That’s silly, regardless of whether your politics make you inclined to like it or hate it.)

What does this all mean? It means that it’s not important to rate things objectively (you can’t, and you’ll just mess it up), but it is helpful to rate thing frequently. The more people we have rating things in a way that can be sorted and organized, the more use everyone can get from those ratings. In this sense, ratings have positive externalities.

Now, some caveats:

Ratings vs. Reviews

A rating (in my terminology, I don’t claim this is the Absolute True Definition) is a single, numeric score. A review is a mini-essay where you get to explain your rating. The review is the place where you should try to disentangle the objective from the subjective. You’ll still fail, of course, but (1) it won’t dirty the data and (2) your failure to be objective can still be interesting and even illuminating. Reviews–the poor man’s version of criticism–is a different beast and it plays by different rules.

So: don’t think hard about your ratings. Just give a number and move on.

Do think hard about your reviews (if you have time!) Make them thoughtful and introspective and personal.

Misuse of the Data

There is a peril to everyone giving simplistic ratings, which is that publishers (movie studios, book publishers, whatever) will be tempted to try and reverse-engineer guaranteed money makers.

Yeah, that’s a problem, but it’s not like they’re not doing that anyway. The reason that movie studios keep making sequels, reboots, and remakes is that they are already over-relying on ratings. But they don’t rely on Goodreads or Rotten Tomatoes. They rely on money.

This is imperfect, too, given the different timing of digital vs. physical media channels, etc. but the point is that adding your honest ratings to Goodreads isn’t going to make traditional publishing any more likely to try and republish last years cult hit. They’re doing to do that anyway, and they already have better data (for their purposes) than you can give them.

Ratings vs. Journalism

My advice applies to entertainment. I’m not saying that you should just rate everything without worrying about objectivity. This should go without saying but, just in case, I said it.

You shouldn’t apply this reasoning to journalism because one vital function of journalism for society is to provide a common pool of facts that everyone can then debate about. One reason our society is so sadly warped and full of hatred is that we’ve lost that kind of journalism.

Of it’s probably impossible to be perfectly objective. The term is meaningless. Human beings do not passively receive input from our senses. Every aspect of learning–from decoding sounds into speech to the way vision works–is an active endeavor that depends on biases and assumptions.

When we say we want journalists to be objective, what we really mean is that (1) we want them to stick to objectively verifiable facts (or at least not do violence to them) and (2) we would like them to embody, insofar as possible, the common biases of the society they’re reporting to. There was a time when we, as Americans, knew that we had certain values in common. I believe that for the most part we still do. We’re suckers for underdogs, we value individualism, we revere hard work, and we are optimistic and energetic. A journalistic establishment that embraces those values is probably one that will serve us well (although I haven’t thought about it that hard, and it still has to follow rule #1 about getting the facts right). That’s bias, but it’s a bias that is positive: a bias towards truth, justice, and the American way.

What we can’t afford, but we unfortunately have to live with, is journalism that takes sides within the boundaries of our society.

Strategic Voting

There are some places other than entertainment where this logic does hold, however, and one of them is voting. One of the problems of American voting is that we go with majority-take-all voting, which is like the horse-and-buggy era of voting technology. Majority-take-all voting is probably much worse for us than a 2-party system, because it encourages strategic voting.

Just like rating Captain Marvel higher or lower because your politics make you want it to succeed or fail, strategic voting is where you vote for the candidate that you think can win rather than the candidate that you actually like the most.

There are alternatives that (mostly) eliminate this problem, the most well-known of which is instant-runoff voting. Instead of voting for just one candidate, you rank the candidates in the order that you prefer them. This means that you can vote for your favorite candidate first even if he or she is a longshot. If they don’t win, no problem. Your vote isn’t thrown away. In essence, it’s automatically moved to your second-favorite candidate. You don’t actually need to have multiple run-off elections. You just vote once with your full list of preferences and then it’s as if you were having a bunch of runoffs.

There are other important reasons why I think it’s better to vote for simple, subjective evaluations of the state of the country instead of trying to figure out who has the best policy choices, but I’ll leave that discussion for another day.

Limitations

The idea of simple, subjective ratings is not a cure-all. As I noted above, it’s not appropriate for all scenarios (like journalism). It’s also not infinitely powerful. The more people you have and the more things they rate (especially when lots of diverse people are rating the same thing), the better. If you have 1,000 people, maybe you can detect who likes what genre. If you have 10,000 people, maybe you can also detect sub-genres. If you have 100,000 people, maybe you can detect sub-genres and other characteristics, like literary style.

But no matter how many people you have, you’re never going to be able to pick up every possible relevant factor in the data because there are too many and we don’t even know what they are. And, even if you could, that still wouldn’t make predictions perfect because people are weird. Our tastes aren’t just a list of items (spaceships: yes, dragons: no). They are interactive. You might really like spaceships in the context of gritty action movies and hate spaceships in your romance movies. And you might be the only person with that tick. (OK, that tick would probably be pretty common, but you can think of others that are less so.)

This is a feature, not a bug. If it were possible to build a perfect recommendation it would also be possible to build (at least in theory) an algorithm to generate optimal content. I can’t think of anything more hideous or dystopian. At least, not as far as artistic content goes.

I’d like a better set of data because I know that there are an awful lot of books out there right now that I would love to read. And I can’t find them. I’d like better guidance.

But I wouldn’t ever want to turn over my reading entirely to a prediction algorithm, no matter how good it is. Or at least, not a deterministic one. I prefer my search algorithms to have some randomness built in, like simulated annealing.

I’d say about 1/3rd of what I read is fiction I expect to like, about 1/3rd is non-fiction I expect to like, and 1/3rd is random stuff. That random stuff is so important. It helps me find stuff that no prediction algorithm could ever help me find.

It also helps the system over all, because it means I’m not trapped in a little clique with other people who are all reading the same books. Reading outside your comfort zone–and rating them–is a way to build bridges between fandom.

So, yeah. This approach is limited. And that’s OK. The solution is to periodically shake things up a bit. So those are my rules: read a lot, rate everything you read as simply and subjectively as you can, and make sure that you’re reading some random stuff every now and then to keep yourself out of a rut and to build bridges to people with different tastes then your own.

Reason.com: Video Game Nation

The libertarian website Reason.com has a special collection of articles and videos on video games coinciding with the June 2014 issue of their magazine. I’ve never been a huge gamer, mainly because I wasn’t allowed to have a video game system growing up. But I’ve always loved them when I had the chance to play. I especially became interested in their impact on people after reading Steven Johnson’s Everything Bad Is Good For You: How Today’s Popular Culture Is Actually Making Us Smarter and Jane McGonigal’s Reality Is Broken: Why Games Make Us Better and How They Can Change the World. I even recently bought Liel Leibovitz’s God in the Machine: Video Games as Spiritual Pursuit. I don’t see them as the “waste of time” that I was often told they were.

Reason‘s collection looks at the interaction of gaming and society from various angles. Check it out.

Game of Thrones, The Matrix, and Constructed Realities

I want to write a post about that controversial rape scene from last week’s episode of Game of Thrones, about why I don’t watch Game of Thrones, and about the ethics of creating and consuming entertainment and art, but first I need to explain the structure of reality.[ref]That’s a little but of humor there, folks. But also I’m serious.[/ref]

Naïve Realism

Realism is the idea that the external world is objectively there, whether we observe it or not. There are lots of different kinds of realism, but the default view (especially among folks who don’t go out of their way to study this) is naïve realism. That’s the idea that the world is out there and that we perceive it directly (and more or less reliably) through our senses. According to this view, objective reality exists, and we all live in it.

Subjectivism

The alternative to realism is idealism. These days, and throughout much of history, idealism has been a minority view but an important one. Descartes kicked off modern Western philosophy with his Meditations, the most famous line of which is cogito ergo sum, or “I think, therefore I am.” That’s a fundamentally idealist perspective, because it starts with the mind first, independent of any observation about the external, physical world.

The best way to think about the relationship between idealism and realism is this. According to realism we can all be sure of the fact that we have brains, but the question of whether or not we have minds is an open one. According to idealism, we can all be sure of the fact that we have minds, but the question of whether or not we have brains is an open one.

Subjectivism is a particularly extreme form of idealism that, as far as I can tell, is the most popular alternative to naïve realism among non-philosophers. Subjectivism is the idea that all truth depends on our perception. In that view, there is no objective reality. We all live in our own little subjective realities where things are true for us that might not be true for anyone else.

Problems with Naïve Realism and Subjectivism

The simplest argument for realism is stubbing your toe. No matter how much you didn’t perceive that the doorframe was going to hit your foot right there, it did. And then it hurts. Clearly objective, physical reality doesn’t really wait around for you to perceive it before it imposes consequences on your perception.

So there is strong argument for objectivity, but naïve realism is more than just objectivity. It also asserts that we directly perceive the world around us through our senses.

The counterexample to that is the existence of optical illusions. It’s not the simple fact that our senses can be mistaken that causes the problem for naïve realism, however, it’s the way that optical illusions hijack the unconscious processes that we use to construct an internal reality from raw sense data. This proves that there isn’t a simple, direct correspondence between what’s out there, what we perceive as sense data, and what we then perceive as being out there.

Grey Square Illusion
Believe it or not, the squares labeled A and B are the exact same shade of gray.

The situation is worse when it comes to subjectivism because the concept is obviously incoherent. For a full treatment, I recommend Thomas Nagel’s The Last Word, but here’s one quick example of why subjectivism makes no sense. Subjectivism says that no claims about reality can be objectively true or false, but subjectivism itself is an objective claim about reality. That doesn’t prove it’s false. It just proves that it’s incoherent. No sane person can rationally believe subjectivism.

So why is it popular? Well some things (like taste) really are subjective. More importantly, however, subjectivism is what some people run to because it seems like the only alternative that captures the idea that perspective really matters. You and I may look at the same situation and come to different conclusions, and we might both be right. This doesn’t actually require subjectivism (you can have different viewpoints and conditional / provisional truth claims within an objective framework), but it’s close enough to confuse lots of folks.

Enactivism

Every now and then I come up with some theory or other, and I tinker with it more and more over the months and years and when I know that it’s a really good, solid theory that’s when I can be confident that it already exists on Wikipedia. Enactivism is one of those concepts. From the entry:

Enactivism argues that cognition depends on a dynamic interaction between the cognitive agent and its environment: “Organisms do not passively receive information from their environments, which they then translate into internal representations. Natural cognitive systems…participate in the generation of meaning …engaging in transformational and not merely informational interactions: they enact a world.”

In this sense, enactivism is a fusion of naïve realism and subjectivism. It starts with the idea that objective reality is really out there. But we don’t perceive it directly. Instead, we take the sense data that is there as raw material, and we use that raw material to build our own private, internal models of the world. Because we’re all starting with the same objective reality, our individual constructed realities have lots of points of contact. This is one reason why communication is possible: because we’re often talking about the same basic reality.

Reality Comparisons

Welcome to Your Matrix

Part of our constructed reality is a model of objective reality. Here, I’m thinking about everything relating to physics. We use our senses to identify objects, how far away they are, how big they are, what direction they’re moving in, etc. Part of our constructed reality appears to consist of patterns of organization that just are. Like math. 2+2 =4 for everyone, even though the number two is not a physical thing. In this sense our constructed realities are less than objective reality, which is the real thing. We only see some of what is out there, we sometimes misidentify what we do see, and we imperfectly apply rules of logic and math.

But part of our constructed reality is more than objective reality. The most essential concept here is narrative. Objective reality is just stuff that happens. There isn’t, outside of the rules of physics, a why. There isn’t meaning or purpose. That stuff exists in our constructed reality. Now, maybe it also exists in objective reality (because God says so, or for some other reason), but we can’t really be sure of that.

Shared Reality

There’s one last twist that I’ll put on enactivism before I get back to Game of Thrones (no, I hadn’t forgotten). That’s the idea of shared constructed realities.

Reality Comparisons - Individual vs Social

Because we’re constantly interacting with each other, our individual realities are permeable. We have our own narratives, in which we are always the hero of our own story, but we share these narratives with other folks who agree or disagree with them. In addition, when we create things we are always cooperating in the creation of a shared, constructed reality. This is true even for individuals who do their creative work alone. Think about J. K. Rowling, writing her stories before anybody else had read them. At that point, they were strictly within her own reality. But once the world read them, then we became participants with J. K. Rowling in creating this shared reality.

Did the deaths of Sirius, or of Dumbledore, or of Dobby affect you? They affected me. Dobby’s, in particular, brought me to tears. That doesn’t mean that I was confused and thought that Dobby was out there in objective reality or that magic was real, but it does mean that there was as a sense in which at a deep, subconscious level, J. K. Rowling’s creation had become real to me.

For me it’s an open question if some narratives are objectively true. It may be possible that the shared, constructed reality is just our attempt to recreate objective reality, and that we can be right or wrong about narratives in the same way that we can be right or wrong about guessing size or distance or speed. But, practically speaking, there is a difference between objective reality (which can be quantified and objectively evaluated) and our shared, constructed realities (which cannot).

The Ethics of Sub-Creation

According to what I’ve read about J. R. R. Tolkien, he referred to world-building as “sub-creation.”

‘Sub-creation’ was also used by J.R.R. Tolkien to refer the to process of world-building and creating myths. In this context, a human author is a ‘little maker’ creating his own world as a sub-set within God’s primary creation. Like the beings of Middle-earth, Tolkien saw his works as mere emulation of the true creation performed by God.(Tolkien Gateway)

This is an extremely powerful for me, because I’ve always believed in a kind of grand universal theory of everything (only for metaphysics, rather than physics) that would somehow unify the True, the Good, and the Beautiful. On a more practical level, it provides a window into the ethics of sub-creation, which is the ethics of artistic creativity.

I know I’m going to lose a ton of people who bridle at the idea of imposing laws or commands on artistic expression (on the one hand) and who are horrified by the history of attempts to subvert artistic expression to propaganda for someone’s idea of right and wrong (on the other). These are serious concerns, but I do not think they apply to what I have in mind.

First, when it comes to rules and laws, I think we can all appreciate that a greater understanding of physical laws allows us to be more creative rather than less. This applies not only to what our engineers can build, but also to what our scientists and philosophers can imagine. I am not by any means suggesting that I could come up with the “right” rules for how to do art, or some objective metric for deciding what piece of art has more merit than another. It is not only foolish but vulgar to attempt to rank the Beauty of Mozart’s Requiem vs. that of Allegri’s Miserere, in my mind.[ref]I have no musical expertise. These are just pieces that mean a lot to me, personally. I have no idea what critics think of their relative merits.[/ref] But it isn’t vulgar or futile to wonder if there aren’t common principles—like symmetry and transcendence and struggle—which might animate both and help make each great.

Second, the grand unifying theory of everything is outside our grasp so, if we are appropriately humble, the danger of propagandizing is low. Propaganda is for people who already know what they want others to think, but someone who is searching for truth out there has no such agenda to sate and no pretext of certainty with which to sate it.

What I have in mind, by contrast, is a kind of unification of three activities that people might not ordinarily see as connected: faith, artistic creation, and artistic consumption.

Let me start out by illustrating that, because we have a wide range of freedom in constructing our realities, there is room for this to be a meaningfully moral activity. We cannot choose facts, obviously, but we still have great freedom. We can choose to look for light or to wallow in darkness. We can choose to find meaning or we can choose to see none.  We can choose to be motivated towards a thing by love, or repelled away from something else by fear. What we desire is reflected in the world we create to live in, not in the banal sense of wish-fulfillment, but in a deep reflection of our truest desires.

Now let me make one simple comment: if our constructed reality determines our course of action, then it is in the truest and most accurate sense of the world what we believe. After all, beliefs are not about what we think is true, or even what we think we think is true (it’s possible to get that wrong), but rather about the things that must be true based on our actions. Therefore, another expression for constructing our reality is simply “having faith”. This need not be faith in a religious sense, secular humanists have ideals in which they have faith as firm and unwavering as any of the devout followers of religion, but it is absolutely faith.

Let me go farther and say that creating art is essentially the same thing as creating our own reality. There is a kind of symmetry between sub-creation as the creation of art and sub-creation as the creation of meaning in our day-to-day lives. I don’t think there is such a vast difference between Tolkien’s work creating Elven dialects vs. a parent’s work in feeding their child. To me: creation of meaning is creation of meaning. Faith, therefore, is not only about the construction of our beliefs, but also about the construction of art.

Lastly, let me bring back the concept of shared, constructed reality like the world of Harry Potter. When we read a book, watch a movie, listen to a poem, or hear a song we are not passively receiving information (like the failed theory of naïve realism), but are actively participating with the creator in constructing a shared reality. The audience, the performers, and the authors are all playing different parts, but in the very same activity.

In the end: The rules for what we should believe are related to the rules for what art we should create which are related to the rules for what art we should choose to participate in as the audience. And they amount, I think, to simply this: always strive for something truer, better, and more beautiful.

Living in a Nightmare

Which brings me back to Game of Thrones. The first pebble that started the avalanche that has become this article was a post from The Vulture called Seitz on Game of Thrones Season 4: TV’s Most Exhilarating Nightmare. The piece begins:

Game of Thrones is not the deepest, most subtle, or most innovative drama on TV. It is an example of what used to be called “meat-and-potatoes” storytelling: an R-rated yet classically styled epic. It’s mainly concerned with riveting the viewer from moment to moment, often through sex, violence, or intrigue, while keeping a vast fictional world, a complex plot, and a preposterously overpopulated cast straight in the viewer’s mind.

Does this sound like the kind of constructed reality in which you would like to exist? Not me. It’s not even the sex or violence per se that are the problem, but the fact that they are used as short-term goads to keep us interested. To the extent that these goads are linked directly into our “reptilian brains” (see next quote) they are essentially nihilistic. The next paragraph goes on:

Along with Hannibal, this is the most joyous, at times exhilarating nightmare on TV. Considering how unrelentingly bleak this world is — a State of Nature in which most characters are ruled by their reptilian brains, and those who show kindness or mercy tend to suffer for it — there’s no reason why it should be anything but off-putting.

But of course, there is a reason why it’s not off-putting: spectacle. Which brings me to a more recent piece on Game of Thrones called Rape of Thrones. The article ponders why it is that the HBO show has felt the need to deviate from the text of the books in the particular way that it does. Obviously it has to make changes (for length if nothing else), but why has the show chosen not once but twice to render a consensual sexual encounter (in the books) into rape (in the show)?

It seems more likely that Game Of Thrones is falling into the same trap that so much television does—exploitation for shock value. And, in particular, the exploitation of women’s bodies. This is a show that inspired the term “sexposition,” and a show that may have created a character who is a prostitute so as to set as many scenes as possible in brothels.

So you have to ask yourself, what kind of a person voluntarily inhabits a world where women are being degraded purely to sate his animal interest? Who willingly goes along with that? Who wants to help create that world?

That’s not the only problem, however, and Game of Thrones is not my only target. I was also struck by an article(again, from Vulture) called Why Captain America Is Only Interesting If He’s a Prick. The article just elaborates on the headline: Captain America is devoid of artistic merit when he’s a good guy.

In 2014, of what artistic good is a flawlessly nice soldier? Can’t we get at least a little rough and dirty with this 75-year-old warhorse?

On one level, this (and the popularity of anti-heroes in general) is just a furtherance of “a silly idea” C. S. Lewis had already noted in his lifetime:

A silly idea is current that good people do not know what temptation means. This is an obvious lie. Only those who try to resist temptation know how strong it is… A man who gives in to temptation after five minutes simply does not know what it would have been like an hour later. That is why bad people, in one sense, know very little about badness. They have lived a sheltered life by always giving in.

So I just don’t buy this argument that only if we have characters who revel in immoral behavior can we have a meaningful conversation about morality.

This topic is more than I can handle conclusively in a single post, but here’s where I’d like to wrap things up for now.

Moral art does not have to be saccharine, optimistic, or “nice” any more than the actual creation made by God Himself is saccharine, optimistic, or “nice”. The two greatest arguments against God, in my mind, are the Problem of Evil and the hidden god. Why, if God is so good, is there so much suffering? And why, if God wants us to know Him, does he not make Himself obviously present? If the greatest creation of all can cause such incredible pain and confusion, then obviously we have absolutely no reason to suspect that our sub-creations ought to be relentlessly, oppressively cheerful.

Bearing that in mind, however, art is creation, and it is therefore morally significant in ways that are complex and open to interpretation and exploration. My point is not so much “no one should watch Game of Thrones“ as it is that we should all realize that what we watch literally contributes to the creation of the world we inhabit. That’s a big deal. It’s something to think about seriously.

I don’t think that the answer is to try and wall ourselves off from anything that challenges us or makes us sad, but I do think that we ought to avoid deliberate exploitation of sex and violence to hook viewers (because it is nihilistic) and also that we ought to seek out art that reaffirms the validity of moral striving. This will mean different things to different people. I’m not suggesting any kind of top-down censorship. I’m talking about bottom-up self-control in what we choose to participate in.

I don’t know all the answers. I just think, based on my theories of constructed reality, that the problem is more important than most folks realize. I believe there is deep significance to what we choose to consume as mere entertainment, and that it is worth thinking about.

Playing The Blame Game

ea-is-evil

There’s been some outrage in the video game community lately about a recent mobile game, Dungeon Keeper, released by EA, a game which, according to said community, embodies the worst and most cynical of what the mobile game industry has to offer. Why the outrage at this particular game? Well…

  1. It’s an EA game. EA was once the pride of the video game industry. Back in the late ’80s to late ’90s, EA released classics year after year like they couldn’t get rid of them fast enough. In true “you either die a hero…” fashion, however, their phenomenal successes led to interest by the world at large and EA became a corporate behemoth more interested in vacuuming up talent wherever it could find it and putting it to work 80 hours a week pumping out half-finished yearly installments of the most lucrative properties than creating the labors of love that characterized their earlier days. Today, EA, together with Activision, represent to many gamers everything that is unsustainable and wrong with the modern video game industry[ref]This is manifested in EA’s predictable yearly appearances at the top of many “worst company” lists across the web.[/ref].
  2. It’s a “remake” of a classic title. The original Dungeon Keeper (1997) holds a special place in the hearts of many gamers and was a product of the EA golden age.
  3. It’s a “broken-by-design” free-to-play (F2P) game[ref]Game developer/designer Jonathan Blow has an interesting discussion of effects of F2P game design here.[/ref]. These types of games are only “free” in the loosest sense of the word. While there is no charge to download and begin playing the game, your progress in the game is punctuated by hours-long wait times to perform even simple actions, forcing players to wait upwards of 24 hours before an action completes and being allowed to queue up another. The only way to actually play the game continuously is to pay real money for resources which eliminate or reduce the timer mechanic. The exchange rate of this resource is such that to have an experience roughly “comparable” (see #4) to the original Dungeon Keeper game, a player would have to pay tens or even hundreds of dollars.
  4. It is not anything like the original game. Even putting aside the F2P mechanics, very little of the game experience actually resembles the original. If the art assets and the title were changed, it is debatable that anybody would conclude that this new game were even so much as an homage to the first Dungeon Keeper.

Predictably, gamers are upset about the game and its business model. It cheaply cashes in on a classic title while engaging in psychological warfare with players in an attempt to separate them from their money. And what to make of the overwhelmingly positive customer reviews for the game on the App Store? Many are convinced that this means the future generation of players will accept this type of “gameplay” as standard and, as such, it will become increasingly widespread. Gamers are calling EA out, vicious in their criticism of the title and its predatory business model, but is that where the problem is?

I wonder what legitimate justification we have in blaming EA for creating and releasing such a game if people are willing to play it and pay money for it. Obviously, if people weren’t paying for these types of games then there wouldn’t be much reason to continue releasing them. Does EA have any responsibility to adhere to some standard of integrity with regards to the games it releases? In two words: absolutely not. Why should they? The responsibility for the enforcement of “integrity” lays with the customer. That’s the way the it works. It’s a voluntary market.

In my mind, it’s every bit as insidious as EA’s repulsive business practices to imagine companies should cleave to some arbitrary standard of conduct with regard to the type and quality of their products. So long as they are not doing anything illegal, the notion that they’re doing anything objectively wrong or evil is misguided. EA is not your friend, nor should you expect them to be. They’re not on your “side.” They want your money and they’ll happily take it if you’ll give it. The idea of the benevolent business, of companies and individuals laboring for the love and passion of their work with money as simply a byproduct is often symptomatic of a very dangerous and pervasive mindset that seeks to dictate remuneration rather than allow it to emerge a result of free exchange. We can hope for (what we consider) better, yes, but we should not expect it and we should never enforce it.

Companies like EA by and large reflect the tastes of the market they serve, therefore the market shoulders the blame. Dungeon Keeper may be cynical, it may be exploitative, it may even barely qualify as a game at all, but it also represents jobs, and it represents what we, as a game-playing public, have told them we’re prepared to pay for. This is not a defense of the new Dungeon Keeper, of EA or of such so-called “games,” it’s simply an opportunity to take responsibility.

After all, if a seal bathes himself in blood and swims lazily across the nose of a shark, whose fault is it if he gets bitten?