Ethics

I’m Just A Poor Mid Level Line Producer Whose Intentions Are Good

Only in 2009 can you have the intersection of game balance kvetching, business ethics, and charts about the Great Recession. And believe it or not, this time it’s not even me!

This was brought to my attention by a hit on my referral logs from my earlier primal scream about the omnipresent spectre of the gaming industry collapsing into a Schwarzchild radius of incompetency; namely that I’m a big whiny baby pounding at the keyboard with my hamfists.

If there is a product to work on today, the employee will have his salary. Tomorrow is another day. If there is no need for so many workers, they will no longer be employed. It’s that simple. Obviously if there will be need for some workers, the company tries to keep the better ones, fireing the underperformers. It’s obvious self-interest.

 

If the employee thought of his employer as a friend, his coworkers as a group of friends, he will feel betrayed. But whose fault it is? Actually I’ve never heard any company’s slogan to be “We are here to make our employees feel good”. They usually say “we are here to serve our customers” and mean “we are here to serve our customer’s money to our owners”. No one, ever offered the employee a “freindly helpfull group of peeps”.

Well, if your coworkers aren’t a subset of your group of friends, it may well be because you are an antisocial package of chemicals that everyone installed IM at work for specifically so they could make lunch plans without you overhearing. Most of us that have moved past the point in life where we have to wear nametags and hairnets when going to work, and now work in ‘teams’. Teams of like-minded individuals, selected in part due to personal compatibility. A key part of any employment interview process, after all, is “can we work with this person?”, which should appear closely behind “can this person actually do the job we’re looking to fill”. Both, after all, are important.

 

But beyond that, there is a small matter of business ethics to consider. There are some, like Mr. Greedy Gecko, er Goblin, who consider the only responsibility of a company to be its bottom line. Profit uber alles, and devil take the hindmost. It’s a fairly common viewpoint – who needs ethics when simple mathematics determines the victor!

But of course, there are other factors, or should be in a world that people not goblins may want to live in. Profit is all well and good and necessary, but at some point, someone may figure out that it’s cost-effective to dilute your milk with, say, I don’t know, something wacky like plastic. Of course long term, killing off your customers may hinder your bottom line. There are long term considerations.

One of those considerations involves the welfare of your employees. These are people who have engaged in a very clear bargain with you – for a given amount of money per week, they will spend that time helping you collect wealth. It’s a standard economic transaction, on the face of it. And for lower level employees, that’s also where it stops. Someone else pays you more, you move on. Shrug.

But past the point where you wear name tags and hair nets, it becomes incumbent on you to treat your assets as assets – and your team members are definitely assets. Because when the economy isn’t busy melting down into goo, they do have options – they can move elsewhere, say to places that don’t treat them as industrial cogs. So there is a certain level of capitalist self-interest there – you keep your assets happy, your assets stay with you and don’t become someone else’s.

But that’s not all of it, at least for most of us. Most effective managers see themselves as responsible for their team. Their team members rely on them to keep the engines running so that the explicit part of the bargain – come to work daily, get paid bi-weekly – continues to happen. That carries with it responsibility. The effective managers make sure their teams, and their projects, are successful, not only because it’s part of their job description to run a successful project and generate wealth, but also because your team members are relying on you to steer that ship through icebergs. Effective managers worry about this. Effective managers lose a lot of sleep about this — and I guarantee you, it’s not because they might deliver 22% less profit to the Mothership. It’s because they’re ethical.

This is not something you’d think would have to be explained in such grueling detail, but you’d be wrong. You’d be wrong because apparently the latest craze in Pinhead Public Company Management 101 involves divesting yourself of as many employees as you can before earnings reports so that your balance sheet looks good – regardless of whether or not you’re actually making a profit. Which is disturbing enough, but then you get apologetics like this who think that there’s nothing at all wrong with throwing your ‘assets’ over the side, and invalidating your implicit contract with them, solely to make a bar on a chart move from 43 to 48. You see – it’s really your fault.

However most of us get into situations when incompetent managers order us to do something obviously stupid and harmful to the company. Creating a malfunctioning product is not a crime unless it is dangerous to people’s health, yet it is stupid. The punishment for stupidity is market loss and the subsequent layoffs.

 

While employees acted as instruments of managers, this “instrument state” do not relieve them from the responsibility of their actions. They could write a memo to the higher management or simply say that “this management is stupid, I quit and find another job”. While it was a strong ape-subroutine that made them obey, they had free will to act differently. The fact that the managers would deserve layoffs more than the employees, does not change that the employees deserve it too.

I read things like this, complete with pseudo-scientific references to “ape subroutines”, and wonder if 50 years ago this guy would have been on the Warsaw Judenrat. There’s apologetics, and then there’s disturbing apologetics. (And hey, he went all Godwin first, with a somewhat disturbing equation of dissenting employees and the Nuremburg trials. I’m just finishing the neuron loop!)

 

Of course, many of us aren’t in the position exhorted by this blogger and MMO bloggers everywhere, namely that if you disagree with the direction of the company/design decisions/overuse of the color brown you should hand in your walking papers forthwith. As pointed out by a commenter to his blog:

I don’t know if you have a family that relies on you for its income, but tell me again that I’m free to quit a job at any time with 2 kids and a wife relying no me as the sole support of income.

To which the blogger responded:

Kids are investment to the future, cost a lot today but pay back well later. However a wife is a grown person who shall be able to support herself AND half of the kids. If YOU made the choice of supporting a grown person than it’s you who have to live with the consequences.

Hey, he’s got a point. I recommend octuplets. Better return on investment, donchaknow.

 

I realize this entire long blog post was the rhetorical equivalent of punching a baby, but business ethics has been something on my mind lately for fairly obvious reasons. Said blogger’s image of me as a caterwauling child ramming the keyboard with my forehead aside, I have been in the position of my failures as a team member and manager being in some way responsible for people losing their jobs. Interestingly enough, the fact that it was an eminently justifiable business decision – and in one memorable case, one I personally recommended – did nothing to help me sleep that week. Because I failed. Despite the fact that recommending a course of action that resulted in layoffs was, in a business sense the right decision – that was a failure.

And the rampant, smug self justification that we’re seeing with this year’s model of layoffs and cutbacks and corporate jets and stimulus explosions is telling me that there’s quite a few people who have no problem whatsoever sleeping. And that bothers me.

Enough to slam the keyboard with my hamfists.

Rituals Of The Betrayed

I have seen a lot of layoffs these past few years.

I have survived a number of them.

I have fallen to a few of them.

I have talked to far too many friends, on the phone, through email, through IM, over beer, watching them tear up from the sense of failure and betrayal.

Too many. Goddamned too many. In a sense, it’s easier when it’s you.

I am tired of watching impotently as my friends fall to yet another corporate earnings report and mandated change in direction and any other euphemism you care to use for “we screwed up and are damned if we’re ever going to take any responsibility for it”.

There is a deadly rhythm developing to these horrible events. The drumbeat of rumors weeks prior, the dead look in the eyes of the people who know earlier and can’t say, the worry in the eyes of everyone else as they furtively check networking sites and job listings and send emails on their private accounts.

It’s always the same. Always the fucking same.

And the people responsible – no, not the managers who actually have to wreck people’s lives up close and in person, but the higher-ups who actually made the screwups that led everyone to the cliff – they’re Out Of The Office. Off To Meetings. Not Here Today.

Responsibility. It’s a nice long word, rolls around in your mouth. Says a lot. Isn’t said much, in any way meaningful.

The part of the ritual that always gets me? The Official Statement. There always is one – the people in charge of PR can’t just let it go (or else they might be let go themselves!), they always have to weigh in with the usual Our Hearts Will Go On malarkey.

And that’s why it always gets me. Because it’s always something to the effect about how “these unfortunate events” weren’t really critical. It’s not important, those people we let go. They’re not that important. We didn’t really care about them, you see. It’s unfortunate, sure, but we have great things in store, just you watch! We’re not set back in any way, no sirree bob! Everything’s GREAT!

Everyone knows it’s what companies say – everyone knows it’s what companies have to say.

And it’s the final act of betrayal. That final kicking dirt on the guy as he heads out the door with his action figures and Best Employee Of The Year trophies in a box that was helpfully set out in the hallway the night before. Because it’s not enough that you let that guy go after he gave his all for your bottom line, it’s not enough that you had to force him out into an economy that is anything but welcoming. No, not only did you wreck his life and reward his loyalty with a pink slip and a packet about COBRA coverage, you then got to announce to Teh Intertubes that in the grand scheme of things he wasn’t really that important.

You know what? Everyone reading those releases knows it’s a ritual. And it’s a ritual that sucks. It’s IMMORAL. It lies. It lies to your customers, your stockholders and the employees that remain in fear of their continued livelihood.

It’s the final gratuitous act of betrayal. It always happens. And it always sucks.

I remember when I had one of those *on the radio*. I had been let go from a dot-com company in mid-collapse, in 2001, and escorting my shocked and awed arse out the door was a press release that said that those let go were “underachievers”.

Thanks, guys! I’m sure that’ll look good on my job application. Underachiever Class of 2001. Way to reward working long hours and surviving layoff after layoff and wondering when I’d be the next.

Corporate loyalty is a LIE.

Maybe someday I’ll be in a position to change that.

Or maybe I’ll just keep impotently raging into chat windows.

The Real Hitler Problem

Strategy gaming blogger Troy Goodfellow links and comments on an article talking about a subject that often comes up in gaming, especially the strategy variety – how do you tell the story of the Greatest Generation without, well, its antithesis?

The point is made specifically in reference to Total War, which ironically, already deals with the Crusades, which has one or two parallels with certain latter-day events already.

When it comes to gaming, some pussy-footing around the subject of Hitler is actually a legal requirement – at least if you want to sell your game in Hitler’s adopted homeland. Modern Germany, which is a very, very different place from the Third Reich, has some pretty strict laws about the depiction of Nazi propaganda – which although from a libertarian stance may be theoretically objectionable, is entirely understandable given German history. From a gaming standpoint, this means that games set in World War 2 actually take place in an alternate history where Germany is run by the Kaiser, or his Prussian spiritual descendants, with the safer Iron Cross standing in for the objectionable swastika.

Goodfellow mentions this history, and I’ve written in the past both about overwrought gaming journalists decrying politically incorrect gaming subjects and the equally idiotic tendency of some mouth-breather members of the wargaming community to make a fetish of the German war machine. And ‘Poisoned Sponge”s article correctly notes the fallacy of a sterilized history in a “historical game”:

So the game has been arguably neutered to appease the PC (bad kind, not good kind) brigade, and will perhaps be lesser for it. I’m sure shooting huge lumps of metal at wooden boats will keep me interested, though. The point is, slavery is still very much an issue for a good deal of people in the world, mostly visible through the rampant racism still very much a part of many people’s lives. So it has been removed, in favour of keeping everyone happy. The problems with a Total War game held in the 20th or 21st Century is that instead of one political mine, there are dozens. Maybe hundreds.

The problem, though, that everyone seems to be dancing around: what, exactly, is *wrong* with depicting evil in gaming? Is it always a forbidden zone, to depict the other side of the coin, for a primitive fear that it might send a “message” that racist genocide is acceptable?

Take the example of Super Columbine Massacre RPG. Everyone knows the story of Columbine, and like everyone else at the time I posted an overwrought essay in shock exhorting everyone to take off their black trenchcoat and be excellent to one another. The author of SCMRPG had a signally better idea – he tried to make sense of it by exploring the motives and thoughts of the perpetrators and people surrounding them through a prism he was familiar with: a 1980′s era console RPG.

The mass media response was scathing. “A subculture that worships terrorists.” “A monstrosity.” “One of the worst games of all time.” And my favorite: “Exploitative”. This, from a media that usually sees little if anything wrong with an entire genre of music devoted to caricaturing urban black youth as hormone-driven thugs, or an entire genre of film devoted to ensuring that women who decide to have sex are punished with violent and cruel death. Exploitation is OK, it seems, if you don’t have anything to say.

And the same is true of gaming. It’s OK to deal with the age of colonization if you don’t depict slavery. It’s fine to depict World War Two if you purge it of the very Nazi symbology that helped make it such a horrible singularity of evil.  It’s OK to make games about the Iraq war if they’re set anywhere besides Iraq. And so on.

There are parallels in other media, of course. MASH was set in the Korean war because a TV comedy set in Vietnam wasn’t acceptable in the 1970s. But the accepted insistence that all history must be scrubbed and made kid-safe is not only in my mind unnecessary, it’s dangerous.

When Schindler’s List was released to theatres, it was the first time that many people had seen a graphic depiction of the Holocaust. And some teenagers laughed during screenings. Not only was their education so criminally deficient that the concept of Germans burning a race of people to ash was new to them, but they saw it as a well-made slasher movie.  Now of course, the great majority of people know what the Holocaust is, and the great majority of people who watched Schindler’s List teared up at the appropriate moments. But – do the reaction of the idiotic few mean that Schindler’s List should never have been made? Was there a danger that people would sympathize with Ralph Fiennes’ portrayal of an SS officer? Was there even a serious discussion that this might be an issue?

Of course not, but the response might be that games, inherently interactive, have a greater responsibility not to play slasher movie tricks and ask the gamer to take the mind of the Evil. Which is also a fallacy. We have no problem making first-person shooters where players can commit their own little genocides. Although America’s Army magically ensures that players are always on the Good Guys Team, most shooters, such as Battlefield 2, have no problem allowing players to take the ‘role’ of the Chinese or the Middle Eastern Generic Bad Guy Coalition. And most role playing games let you make some quite evil choices, indeed.  Are strategy games different because they are more serious?

One game that helps answer that question is a bit more relevant of late than usual. Peacemaker, which I reviewed on its merits as a game earlier, is a ‘serious game’ that allows you to take the role of an Israeli prime minister or a fictionally technocratic Palestinian government. Its strength isn’t as a classic strategy game, but as a teaching tool that educates its player about the stark choices and consequences facing either side.

Yet here again, we see the backing from the abyss of “objectionable content”. Peacemaker was released in 2007, when Fatah was fighting with Hamas over control of the Palestinian Authority (a battle they would lose, first at the ballot box, then later reinforced at gunpoint). The Palestinian player does not take the role of either Fatah or its Hamas rivals, but a ‘third way’ government that seeks to make Palestine a safer, better place. It’s a nice, Western-leaning, comfortable role. And it’s utterly at odds with the reality of Palestinian politics, where ‘moderates’ poll in the single digits.

Perhaps it was thought that Western players would not sympathize with a Palestinian government that sent suicide bombers off to die. But the game was released not only for the Western market, but also translated into Hebrew and Arabic. The makers had the worthy goal of educating each side how the other side lived. And they got Israel’s dilemmas mostly right – the eternal balance between the iron glove of security smashing all it encounters and the loose embrace of those who want to kill you. But the Palestinian side is mostly wrong. You win by investing in infrastructure and flooding the streets with troops to stop Hamas and Fatah from attacking Israel, at which point Israel says “Ok, we’ll give you everything you want.” But this isn’t accurate at all. Israel doesn’t want to give Palestine everything it wants, even if Palestinians embrace peace, and Hamas and Fatah won’t be stopped by police – they ARE the police. The goal of education here fails because of a desire to make the message safer.

Messages aren’t always safe. They shouldn’t always be safe. And as long as we shy away from the unsafe messages to make serious points, such as the horrors of World War 2 (be it German ethnic annihilation, Soviet slave labor, or Allied terror bombing) or the alien-to-us motives of Islamic fundamentalists, we will continue to be defined as the industry where the best we can come up with are thugs and orcs.

Wikicrap

Wikipedia is a perfect example of the tragedy of the commons: where multiple individuals acting independently in their own self-interest can ultimately destroy a shared resource even where it is clear that it is not in anyone’s long term interest for this to happen.

I love Wikipedia. I use it constantly, like in the sentence above. For the big picture stuff, Wikipedia works. Take the article on Hamas for example – a nuanced treatment of currently one of the most explosive (literally) topics in the news today. In this, it benefits from high visibility, and a lot of people pushing and pulling at cross-currents to come up with the “conventional wisdom” on a given subject. It has about 10 or so edits a day, and editing with an axe to grind is treated as vandalism and pruned in short order. Wikipedia works precisely as advertised here – the wisdom of the many is outed in the struggle of the everyday. Beautiful phrase,  no? Pity it doesn’t work anywhere else.

Let’s take a look at two people: Raph Koster and myself. You know, I’m going to just go out on a limb here and say Raph’s had a bit more impact on virtual world development than I have. Yet poor Raph gets one breezy paragraph and a credits list, and I get a loving dissertation (which I didn’t write, by the way) on the various ebb and flows of my blogging history. (Which mind you, used to be even longer.) Richard Bartle freaking helped invent MUDs and his entry is mostly about how he pisses World of Warcraft players off. Good thing Rob Pardo has a good entry! Oh wait, no, he doesn’t, his entire biography is how he hates Paladins. NO, I AM NOT JOKING AT ALL. Thanks, Wikipedia, for focusing on what’s really important about the career of the lead designer of the most successful MMO in history. You rock. Especially since, apparently according to Wikipedia, I am the most important MMO developer of our time. I’m getting a plaque or something now.

As a result, we have a bit of a kerfluffle (described by Bartle and Koster) where an angry Wikipedian decided that a MUD he may or may not have used to play isn’t “notable“, meaning that it isn’t worthy of being included in the same category of knowledge as, say, ponyplay. To be fair, the article in question does read more like an ad than a descriptor. But the talk page (a page attached to each wiki entry where people can discuss the pros and cons of MUDding, ponyplay, or both) descends into Shakespearean madness and it’s pretty clear that some uninvolved rational adult needs to step in and thwap everyone on the nose. Of course, no such individual actually exists, so we get people with duelling ASCII signature tags arguing over encyclotrivia.

But maybe it’s just MMOs where Wikipedia falls down. Let’s look at two other people: Barack Obama and Lyndon LaRouche. Space aliens would, just judging from Wikipedia, judge LaRouche as equally notable as Obama. (Luckily, they’d probably also find it easier to communicate with him). This is a good example of where Wikipedia just craps all over itself – since Wikipedia is a hivemind, there’s no policing save that of interested parties – and the interested parties in LaRouche’s case happen to be, well, LaRouchies who think he’s the pre-eminent economist of our times or something. Again, there’s no controlling legal authority (thanks, Al Gore!) so the occasional random visitor dumbstruck by such statements as “LaRouche was credited by press in Italy and Argentina as the economist who successfully forecast the financial crisis of 2007–2008″ (note: this may in fact be true, if you come from the Moon) are attacked themselves as having “conflicts of interest“.

Wikipedia is like the web writ manifest – a huge body of knowledge, with no guidance save that of its priesthood, who ensure that there is no editorial voice whatsoever. Which would work, if everyone on the planet agreed on important moral issues, and was sane, and didn’t have axes to grind, and knew what they were talking about. Failing that, it’s much like, well, reading a blog. You might get something of interest, or you might get the leavings of some random game developer ranting about arcane geeky political issues on his lunch break.

And hey, if you think I’m off the wall when it comes to Wikipedia, try Prokofy Neva’s opinion. Having Wikipedia vetted through Second Life? Well, at least then we’d be able to grief the LaRouchies, I suppose.

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