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Notes -
American Compass has a new article complaining about the decline of the Summer job:
The article notes one reason why:
This might lead you to wonder if maybe you should learn something from the wealthiest racial group in America. But no, the author doesn't suggest that. Send your kid to work at McDonald's, good for them, builds character. Who cares if Asians take 25% of Ivy League seats and conservatives find themselves increasingly locked out of the American elite?
This is the same kind of error Leftists make when they see that kids whose parents took them to art museums have higher incomes than kids whose parents didn't and conclude that it means we need to subsidize art museums. In both cases, genetic confounding is ignored. But while the left fetishizes education and high-class culture, the right fetishizes hauling boxes and cleaning pools.
None of this is to say that summer jobs are necessarily bad. If your teen is rotting his brain with electronics 16 hours a day, kicking him out and telling him to get a McJob is probably gonna be good for him. But if he's well adjusted, does well in school, and has lots of friends, there's no reason to make him work manual labor because someone conservative writer who attended a third-rate university told you it's an "American folkway." It isn't, by the way. John Adams said, "I must study politics and war that my sons may have liberty to study mathematics and philosophy. My sons ought to study mathematics and philosophy, geography, natural history, naval architecture, navigation, commerce and agriculture in order to give their children a right to study painting, poetry, music, architecture, statuary, tapestry, and porcelain." It wasn't "I must study politics and way so my sons can work a cash register and be in touch with the working-class."
The problem with systems is that they can be gamed in a way that takes the joy, the fun, and even the intellectual work out of it for everyone else. One of the reasons new multiplayer games are a lot more fun to play than old ones is that for the first few weeks after a game is released, or while it’s in beta, the nasty people, the min-maxers, the forum theorycrafters, have yet to ruin everything by Excel spreadsheeting statistical models of damage and critical chance and elemental resistance until they derive, mechanically, the ‘most efficient’ build, after which everyone adopts the new meta, increasingly of course because even the developers now design to it (see World of Warcraft’s designers building raids with the expectation that players will play the most meta builds, with all the most advantageous mods/addons). Why bother experimenting, playing, using your own intelligence when someone else who gamed the system with the ‘meta’ will curbstomp you for 1/10th the effort.
The problem with meritocracy is precisely that everyone except the underclass and the generational super rich is required to participate in it. Don’t, and you will be left behind. If you are a doctor and want your children to be doctors (an ancient professional right, just as the son of a blacksmith might become one), you will probably have to work them to the bone because they will be competing with every son and daughter of every sniveling, striving pauper who harbors the same ambition for their children.
Of course it shouldn’t be so. Let us reserve 75% of medical school places for the children of doctors. Perhaps 85%, even. Of course the child of an accountant should have it easier becoming one than some random person. AI changing all this stuff aside, it’s a perverse system that forces the children of good families into torturous over-education just to maintain their own standard of living.
A big part of the reason Americans voted for Trump is because we were tired of the rotten policies of the meritocracy. I wanted an heir. Those chosen because they tried so very hard at school failed their country.
If a game gets worse when you play the meta then it's just a shallow, badly designed game.
There's been some controversy over how AI has impacted top level Chess and Go, but my impression is that top players of those games still find them enjoyable and worthwhile, even though many hours of AI study are required to succeed at the top professional level in both games now.
I play a lot of fighting games, which for the most part only get better and more fun as you get deeper into the meta. Learning the meta gives you more tools and options to integrate into your gameplay, but because the game has inherently unpredictable elements (twitch reactions, making reads on your opponent, etc), they always stay fresh and it's impossible to fully "solve" them.
If a game gets worse when you play the meta then it's just a shallow, badly designed game.
David Sirlin's Playing to Win is the canonical essay on this point. His day job was balancing console fighting games, but he also develops viciously competitive two player board games as a side gig.
From the essay:
The thing is, this works okay if you can keep the low-level players and the high-level players apart. But a) that doesn't work for real-life friend groups and b) it means you're either stuck in the little leagues forever or you have a long, long, hard grind before you can play with the experts. Thus rafa's original point, which is that if you open everything up to maximum competition with everyone all the time, only the monomaniacal grinders will have any fun.
Weak player != scrub. In the weak sense of the word, the Scrub is someone who has no interest in gitting gud. Sirlin mostly uses the term in the stronger sense that the Scrub is someone who does not want to play the game that competitive players are playing because they consider some expert tactics (like throws in console fighting games) that are clearly permitted by the rules and considered a key part of the game by competitive players to be unfair. You see a bit of this in competitive bridge with the debate about exotic conventions in competitive bidding, but in general weak but competitive players play against strong opposition and hope to learn from the experience.
With the notable exception of contact sports where too large a skill gap creates an unacceptable risk of injury, the size of acceptable ability gap for social and competitive play is the point at which the weaker player never wins anything at all. In chess that is about 400 ELO points, but in bridge the luck element and more granular results (you play about 7 hands an hour) means that it is the difference between a decent club player and a world champion. I know several people who play racket sports socially in groups where the weaker players never win a match but win enough points/games to keep things interesting. You can cover an even wider range of abilities if the game supports handicapping. I don't know how large this gap is in console fighting games.
What you can't do is allow a true scrub to play against anyone who isn't playing the same crippled game that he is.
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