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eye out for tigers, or you can hide in the bushes and nap, pretending to work, only showing up at mealtimes.
From an individual perspective, it makes sense to be the lazy-jerk-monkey. In a big tribe of monkeys, one or two goof-offs aren't going to bankrupt the group. If you can get away with napping instead of working, and still get fed, why not do it?
But if everyone does it, so much for supermonkeys. Now no one's getting the fruit, no one's taking care of the kids, and damn, I thought you were looking out for the tigers! Too many lazy monkeys plus tigers equals lunch.
So monkeys -- and their hairless descendants like you -- need some specialized hardware to detect cheaters and punish them before the idea catches on and the tigers show up. That specialized hardware is a layer of tissue wrapped around the top of your brain called the neo-cortex -- the "new bark." The neo-cortex is in charge of keeping track of the monkeys. It's the part of your brain that organizes people, checks in on them, falls in love with them, establishes enmity with them. It's the part of your brain that gets thoroughly lit up when you play with Facebook or other social networking sites, and it's the part of your brain that houses the local copies of the people in your life. It's where the voice of your mother telling you to brush your teeth emanates from.
The neocortex is the CoaseCost as applied to the brain. Every sip of air you breathe, every calorie you ingest, every lubdub of your heart goes to feed this new bark that keeps track of the other people in your group and what they're doing, whether they're in line or off the reservation.
The CoaseCost is the limit of your ability to be superhuman. If the CoaseCost of some activity is lower than the value that you'd get out of it, you can get some friends together and do it, transcend the limitations that nature has set on lone hairless monkeys and become a superhuman.
So it follows that high Coase costs make you less powerful and low Coase costs make you more powerful. What's more, big institutions with a lot of money and power can overcome high Coase costs: a government can put 10,000 soldiers onto the battlefield with tanks and food and medics; you and your buddies cannot. So high Coase costs can limit your ability to be superhuman while leaving the rich and powerful in possession of super-powers that you could never attain.
And that's the real reason the powerful fear open systems and networks. If anyone can set up a free voicecall to anyone else in the world, using the net, then we can all communicate with the same ease that's standard for the high and mighty. If anyone can create and sell virtual wealth in a game, then we're all in the same economic shoes as the multinational megacorps that start the games.
And if any worker, anywhere, can communicate with any other worker, anywhere, for free, instantaneously, without her boss's permission, then, brother, look out, because the CoaseCost of demanding better pay, better working conditions and a slice of the pie just got a lot cheaper. And the people who have the power aren't going to sit still and let a bunch of grunts take it away from them.
#
This scene is dedicated to the MIT Press Bookshop, a store I've visited on every single trip to Boston over the past ten years. MIT, of course, is one of the legendary origin nodes for global nerd culture, and the campus bookstore lives up to the incredible expectations I had when I first set foot in it. In addition to the wonderful titles published by the MIT press, the bookshop is a tour through the most exciting high-tech publications in the world, from hacker zines like 2600 to fat academic anthologies on video-game design. This is one of those stores where I have to ask them to ship my purchases home because they don't fit in my suitcase.
MIT Press Bookstore: Building E38, 77 Massachusetts Ave., Cambridge, MA USA 02139-4307 +1 617 253 5249
Coca Cola Games Command Central had been designed by one of the world's leading film-set designers. The brief had called for a room that looked like you could use it to run an evil empire, launch an intergalactic explorer vessel, or command a high-tech mercenary army. Everything was curved and brushed steel and spotlit and what wasn't chrome was black, except for accents of cracked, worn-out black leather harvested from vintage motorcycle jackets. There were screens everywhere, built into the tables, rolled up in the ceiling or floor, even one on the back of the door. Any wall could be drawn on with special pens that used RFIDs and accelerometers to track their motions and transmit them to a computer that recorded it all and splashed it across wireless multitouch screens that were velcroed up all around the room.
Slick photos of Command Central graced the Coca Cola Games recruiting site and featured in a series of vanity documentaries CCG had commissioned about itself, looking designer-fresh, filled with fit, intense, laughing young people in smart clothes doing intelligent things.
Coca Cola Games Command Central was a lie.
Ten seconds after the game-runners moved into Command Central, every multitouch had been broken or stolen. The recessed terminals set into the tables were obsolete before they were installed and now they suffered an ignominious fate: serving as stands for cutting-edge laptops equipped with graphics cards that ran so hot, their fans sounded like jet-engines.
Fifteen seconds later, every flat surface had been covered with junk-food wrappers, pizza boxes, energy-drink cans, vintage sci-fi novels, used kleenexes, origami orc-helmets folded out of post-it notes, snappy hats, and the infinitely varied junky licensed crap that CCG made from the game, from Pez dispensers to bicycle valve-caps to trading cards to flick-knives.
Twenty seconds after that, the room acquired the game-runner funk, a heady mix of pizza-grease strained through armpit pores, cheap cologne, unwashed hair, vintage Japanese denim, and motor oil.
And now the sleek supergenius lair had become the exclusive meeting-cave for a tribe of savage, hyper-competitive, extremely well-paid game-runners, who holed up in there, gnashing their teeth and shouting at each other for every hour that God sent. No cleaner would enter the room, and even the personal assistants would only go so far as the doorway, where they plaintively called out their bosses' names and dodged the disgusting food-wrappers that were hurled at their heads by the game-runners, who did not take kindly to having their work interrupted.
Connor Prikkel had found His People. Technically he was a vice-president, but no one reported to him, except for a PA whose job it was to fish him out of Command Central a couple times a month, steam-clean him in the corporate gym, stick him in the corporate jet, and fire him into crowds of players and press around the world to explain -- with a superior smirk -- just how Coca Cola Games managed to oversee three of the twenty largest economies in the world.
The rest of the time, Connor's job was to work on his fingerspitzengefuhl. That was a useful word. It was a German word, of course. The Germans had words for everything, created by the simple expedient of bashing as many smaller words as you needed together until you got one monster mouth-murderer like fingerspitzengefuhl that exactly and precisely conveyed something no other language could even get close to.
Fingerspitzengefuhl means "fingertip feel" -- that feeling you get when you've got the world resting against the thick cushion of nerve-endings on the tips of your fingers. That feeling when you've got a basketball held lightly in your hands, and you know precisely where the next bounce will take it when you let it go. That feeling you get when you're holding onto a baby and you can feel whether she's falling asleep now, or waking up. That feeling you get when your hands are resting lightly on the handlebars of your bike, bouncing down a steep hillside, gentle pressure on the brakes, riding the razor-edged line between doing an end-over and reaching the bottom safely.
Proprioception is your ability to sense where your body is in space relative to everything else. It's a sixth sense, and you don't even know you have it until you lose it -- like when you intertwine your fingers and thread your hands through your arms and find that you wiggle your left finger when you mean to move your right; or when you step on a ghost step at the top of a staircase and your foot lands on nothing.
Fingerspitzengefuhl is proprioception for the world, an extension of your sixth sense into everything around you. You have fingerspitzengefuhl when you can tell, just by the way the air feels, that your class is in a bad mood, or that your teammate is upcourt and waiting for you to pass the ball.
Connor's fingerspitzengefuhl meant that he could feel everything that was happening in the games he ran. He could tell when there was a run on gold in Svartalfaheim Warriors, or when Zombie Mecha's credits take a dive. He could tell when there was a huge raiding guild making a run at Odin's Fortress, six hundred humans embodied in six hundred avs, coordinated by generals and captains and lieutenants. He could tell when there was a traffic jam on the Brooklyn Bridge in Zombie Mecha as too many ronin tried to enter Manhattan to clear out the Flatiron Building and complete the Publishing Quest.
All this knowledge came to him through his ever-rotating, ever-changing feeds -- charts, chat-transcripts, server logs, bars representing load and memory and failover and rate of subscriber churn and every other bit of changing information from in the game. They flickered past in a colorful roll, on the display of his monster widescreen laptop, opacity dialled down to 10 percent in the windows that sat over his playscreens in which he ran four avs in both games.
Every gamerunner had a different way of attaining fingerspitzengefuhl, as personal as the thought you follow to go to sleep or the reason you fall in love. Some like a lot of screens -- four or five. Some listened to a lot of read-aloud text and eavesdropped gamechat. Some only watched charts, some only logs, some only game-screens. Coca Cola Games had hired some industrial psychologists to try to come and unpick the game-runners' methods, try to create a system for reproducing and refining it. They'd lasted a day before being tossed out of Command Central amid a torrent of abuse and profanities.
The game-runners didn't want to be systematized. They didn't want to be studied. To be a game-runner was to attain fingerspitzengefuhl and vice-versa. Game-runners didn't need shrinks to tell them when they had fingerspitzengefuhl. When you had fingerspitzengefuhl, you fell into a warm bath, a kind of hyper-alert coma, in which knowledge flowed in and out of every orifice at maximum speed. Fingerspitzengefuhl needed coffee and energy drinks, junk food and loud goddamned music, grunts of your co-workers. Fingerspitzengefuhl didn't need industrial psychology.
Connor's fingerspitzengefuhl was the best. It guided the unconscious dance of his fingers on his laptop, guided him to eavesdrop on the right conversations, to monitor the right action, to spot the Webblies' fight with the Pinkertons as it began. He grunted that special grunt that alerted the rest of his tribe to danger, and stabbed at his screen with a fat finger greased with pizza-oil. The knowledge rippled through the room like a wave, bellies and chins wobbling as the whole tribe tuned
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