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Opinion: Chan Culture and Good-Faith Arguments

photo of Cat Rambo
Getting ready for the New Year.
I wrote a piece, #PurpleSF, about feminism and SF for Clarkesworld. It was in part stirred up by the convulsions of the Gamergate controversy, which has continued to provide plenty of food for thought (and probably will continue to do so).

One of the many interesting (and sometimes positive) things that’s come out of that controversy has been a lot of examinations of Internet culture and many of its subsets. Before last year, I had only the vaguest idea what “chan culture” would be, so I found this piece really fascinating, particularly because questions about anonymity are (imo) going to continue to rear their heads whenever they bump into notions of transparency in coming years.

The full piece, How imageboard culture shaped Gamergate, appeared on BoingBoing. Its author has produced a lot of interesting pieces about Gamergate, usually composed as Storify pieces, such as these: Gamergate, Sexism, and Tribalism; Why I Oppose #Gamergate

The article is talking specifically about image boards, and here’s a chunk from it that describes the culture:

These anonymous imageboards have their own idiosyncratic culture, despite the lack of permanent identity. Posters call themselves anons, or occasionally channers. While anonymity is a core part of this identity, merely being anonymous does not make you an anon. Rather, it’s about identifying as a larger whole. Capital-A Anonymous, such as the Project Chanology protestors and the hacking/activist groups like @youranonnews, are anons, but most anons don’t think of themselves as part of Anonymous.

Without identity, every anon is whoever they want to be at the moment. It’s freeing! Anons exalt these imageboards as the only place people can truly be themselves, without being burdened by their identity or consequences. This includes genuinely awful or hateful opinions. Anons have a broad, often absolutist view of free speech, sometimes extending that so far as to include threats of violence or extreme pornography. Anons are extremely protective of their culture and this very broad view of free speech, because of both great faith in their ability to self-police argument and an unconscious, internal reliance on irony.

The atmosphere is that of a paradoxically jovial angry mob. Almost everyone sees their own point of view as the consensus, assuming that most people most people agree with them. Any possibly contentious statement is presumed to be ironic, told as a joke or to rile up people who disagree. Since everyone assumes that anyone who disagrees is arguing in bad faith and doesn’t mean what they’re saying, anyone who disagrees is a fair target for apparently hateful mockery. This basic assumption of bad faith applies even when arguments are long-lasting and well-known: for example, the console war arguments in /v/, 4chan’s video games sub-board. However, this mockery is defanged by anonymity and irony.

Everyone’s anonymous, so a poster can just join the winning side of an argument, cheerfully mocking their own older posts. One poster can even play both sides from the start. Every anon can choose whatever opinion they want to have on a post-by-post basis, so everything flows smoothly even as people hatefully attack each other for having the wrong opinion. Anons believe in this free marketplace of ideas: good ones survive the firestorm, while bad ones burn to ash as everyone dogpiles on mocking them.

Wayne and I were talking about this conception of discussion/argument today and I can at least partially understand how it’s shaped some of the conversation within Gamergate (the overall situation, not the group) and created many of the problems. (Anders Sandburg has an interesting piece about such culture clashes.) I think it’s important to look at the background people are coming from and the Internet etiquette norms that they’ve absorbed.

At the same time, bad faith arguments are something I don’t practice and I find trolls kinda appalling, because the idea of getting enjoyment from making other people angry, upset, or otherwise unhappy seems something only a retrograde would relish. I blogged about arguing on the Internet a while back and said I’d follow up and talk about bad faith argument, but I never have, because I find its habitual practitioners antithetical to the way I try to think.

Don’t get me wrong. I like debate, and life with Wayne is a lively series of conversations in which one or the other will often take the role of devil’s advocate just to see how sound or defensible an idea is. But that seems different to me than taking on the Internet identity of someone who believes something just to see if you can get other people riled up enough to waste time on composing eight page replies to your argument rather than something, I dunno, actually productive or enjoyable.

But, as Wayne can testify, I am painfully earnest about a number of things, including the idea that the human race should be advancing and that part of that advance is being fairer about our treatment of the people and world around us. The idea that love is both greater than and preferable to hate. That cruelty only creates more cruelty. That civility and an assumption of good faith should be the baseline, rather than the exception. And that we are fallible creatures who are nonetheless capable of learning from both experience as well as questioning ourselves.

Part of my plea in the Clarkesworld column is that we stop arguing in bad faith and lazy categories. It’s a Quixotic fight, but I’ll continue to carry its banner. And part of that banner is to argue in good faith, to ask questions and interrogate the world around me to see what blinders it’s imposing on me. That’s a vital part of making good art. And good conversation.

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On The Treatment of Coders

Dog in a ladybug costume
Coders can seem like odd creatures sometimes. Under that ladybug costume, though, they're as human as you or I.
This article originally appeared in the now-defunct online magazine Imaginary Realities. It talks about MUD administration, and draws on my experience working with Armageddon MUD, the world of Zalanthas. For those who don’t know what a MUD is, it’s a text-based roleplaying game. Here’s the wikipedia article on MUDs.

One of the sad truths of the mud world is that there are never enough coders. Builders aplenty, brimming with fresh idealism and plans for entire zones, appear (and sometimes disappear) at the drop of a hat. But coders are the unicorns of the mudding world, seldom glimpsed and ardently pursued. We are lucky enough to have three dedicated coders on Armageddon MUD: Morgenes, Tenebrius and Tiernan, as well as a few other staff members willing and able to wade through the bugs file and tinker with things upon occasion. How, then, does an administrator keep these rare beasts happy? The following four steps may help.

1) Communicate: When asking for new code, try to let the coders know exactly what is desired. For example, instead of ‘Let’s make archery more complicated,” a staff member might propose “Let’s put a range on archery, so the farther away the target is, the harder it is to shoot it.” A full description of the the idea, perhaps including examples, such as fake logs showing what the idea will look like when being used, helps make sure the originator of the idea and the coder are on the same track as far as things like syntax and usage are concerned.

The same holds true for bugs. Describing how it’s supposed to work as well to how it’s working right now helps clarify ideas. Coders want to know if the bug is REALLY a bug, or something being reported because it doesn’t work as the reporter feels it should.

With bugs, give the coders as much information as possible, including how to reproduce the bug. Examples by way of logs are great, and if they include some form of error message (or message that they’re getting that shows it’s an error), it often allows the coder to track down what section of the code needs to be worked on.

Make sure people aren’t bumping into each other. On Armageddon, we’ve got a coder’s board, where people post changes as they make them. This alerts fellow team members to what they’re doing and is also helpful if unexpected bugs crop up, enabling people to track exactly what got changed and when. Two people should not be working on the same idea at once unless they know it, and can divvy up the work accordingly.

2) Have a purpose: Will it get used? Is it something players are asking for? This one is a matter of ego, but we’re all human and we all do have egos. Seeing their work getting used, regularly and as envisioned, is a reward beyond any thanks or congratulations other staff members can give a coder. Track player requests, through entries in the bugs/ideas/typos files as well as emails to the account and posts on the general discussion board in order to convince a coder that the players want, and will use, something.

Generally, with new ideas figure out how they are moving towards some goal. A piece of code like a new skill is going to sound more interesting if it fits into some overall purpose, such as a master plan of non-combat related skills for the economy than it would if it is just a random idea. You are also going to end up getting more out of the idea if it is part of a greater whole.

Make it innovative. Some coders like to be trail breakers, to feel that they’re not just playing catch-up with another mud, but are creating ideas and concepts new to the mud community. Some ideas get requested to ‘balance’ things out between groups: guilds, or races, or mount speed. When a coder starts to feel like the code they’re doing that day only works to nullify a change made last week, then they’re going to start wondering what they will be asked to implement tomorrow.

3) Share the work: Do as much of the grunt work as you can for the coders, including helping thoroughly test, providing help files and documentation, and fleshing things out. In testing, give coders information about what is not working and how to recreate the result. Be precise about what needs to be changed: not ‘the plague of locusts spell needs to do more damage’, but ‘it needs to do about twice the damage it is now.’ When something requires a new help file or modification of an existing help file, do not expect the coder to do it, but supply it yourself. If it is something that requires building, provide the items. Teamwork of this kind, when it is working well, is terrific, and will often produce amazingly cool results.

4) Appreciate: Good coders can never be praised sufficiently. We try to make sure that players know who is responsible for new and interesting changes, by posting information about them in the news as well as in our weekly update, which is a mailing our players can subscribe to, which provides information about changes, staff and world news, upcoming recommended playing times, etc. When players write in with compliments or feedback on a code change, make sure that the note gets passed along to the person , as well as that the coder knows how cool or slick you think the ideas they have implemented are as well.

There is a tendency sometimes to regard coders as resources that spit out code at request. But the fact of the matter is that treating coders in that way will frustrate both sides, leading coders to become discouraged and unmotivated to implement new ideas and builders to feel that their coding needs are not being met. These four points may help avoid such frustration.

This article originally appeared in the April 2001 issue of Imaginary Realities.
© 2002 Cat Rambo. All rights reserved.

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