END BOsses

Just as it’s hard to have good story without a compelling bad guy, it’s hard to design a good game without an end-boss. And our world is certainly not short on them. Here are some of the biggest, baddest bosses the game needs us to defeat or domesticate…

MOloch

Picture the scene. You’re at a massive sports event, the atmosphere is electric, and you’ve got a brilliant view from your seat. Everyone is sitting and everyone can see. Then, a nail-biting moment happens on the pitch, and a few eager fans in the very front row leap to their feet to get a slightly better look.

Instantly, the view for the row behind them is gone. So, what do they do? They stand up too, of course. It's the only rational move to see the action. And so it begins: a wave of people rising, not out of shared celebration, but out of individual necessity. A domino effect cascading up the stands, row by agonizing row, until thousands are standing to get the exact same view they had while sitting comfortably just minutes earlier. And there’s no quick way for any individual person to make everyone sit back down again, because it’s so loud and there are so many people to coordinate. So now everyone’s stuck standing for the rest of the game.

———

You've just met Moloch. The demon of coordination failure; the patron saint of lose-lose games.

Of course, Moloch isn’t a literal conscious being (as far as we know)... but he is a handy personification of the nebulous incentives that push us into selfish behaviours when we’d all be better off cooperating.

He’s the mechanism of “Even if I don’t do it, everyone else will do it anyway, so I might as well do it too”… an unhealthy competitive dynamic that traps everyone in a race-to-the-bottom spiral because no individual can easily escape from it. 

And this Moloch Trap is the mechanism behind most of our biggest problems:

  • Like when nations get locked in expensive arms races to develop stockpiles of deadly weapons they hope never to use. 

  • Or when social media companies race to build ever more addictive and rage-inducing algorithms, because that’s the easiest way to maintain market share in a highly competitive attention economy.

  • Or the economic pressures driving the destruction of ancient forests, the overfishing of the oceans, the toxic chemicals in our food chain etc etc

In each of these, the individual competitor is doing what’s rational for them under the incentives of the system, but the collective result is a spectacular own-goal for civilization.

That’s Moloch’s Trap, and we urgently need to defeat it.

Want to understand more? Click here.

NORMA

If Moloch is the demon of out-of-control competition, Norma is his opposite: the demon of *too little* competition.

There is nothing Norma hates more than people freely making their own choices. So of course, Norma has a real kink for bureaucracy. Her idea of a good time is to strangle every new idea to death in red tape. But not in a sexy way either; Norma has absolutely no time for tomfoolery thank you very much. 

She wants the world to be predictable, slow and thoroughly under her central control. She doesn’t care if that causes stagnation; in fact, stagnation is her lifeblood. It means that no unexpected changes can occur.

So Norma sucks, and is arguably as dangerous as Moloch because she is often harder to spot. Even worse, she often gets used *by* Moloch to further his destructive ends… because ruthless Molochian players often try to use Norma’s laws and regulations to prevent other players from catching up to them.

So despite being at opposite ends of the centralized-decentralized-power-structure spectrum, the two demons often go hand in hand.

LEVEL 5

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So yeah, these are the two main end-bosses of Win-Win. There are many more smaller bosses you’ll meet in time, but these are two are the bad guys Win-Win is focussed on for now.

Paradox time: how does one defeat Moloch (by tempering the worst excesses of competition) without becoming Norma, or vice versa? Can we design new societal systems that are protected against BOTH their wicked ways, AND accommodates the three objectives? 

This is the mission ahead of us. And you know what makes a good mission? A few guiding principles…