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by e3b0c
2702 days ago
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Imagine that we are designing an MMORPG world. We know that individual player would seek to maximize their "gains" and to advance their ranking in the game as a part of the gaming experience. Meanwhile, as the game operator, we don't want the inequality to be too extreme between the top players and the casual players so that no hopes for the newcomers to advance their ranking, which hurts their gaming experience and they would quit for other games. But is it a wise idea to brute-forcibly transfer the 'wealth' of the most hardcore, talented, or just luckiest players to the others to make the game more enjoyable for the bottom players? If we were thinking about it in a way that "you're not one of the players, but the designer of the game," and you want the game to be sustainable and reputable, I believe the answer would not just that simple. |
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That is a game, I enjoy flaunting wealth over people and using my ungodly strong power I've worked hard for to stomp on people in a game.
But I don't want to live on a monopoly board, or squash people into oblivion in real life. Games are quite often about direct competition.
While there is some argument for making sure not to kill the motivation of hard workers due to equalising society too far, I don't think the US is close to that level, and the scale is far, far in the other direction.
Also, forcibly taking isn't correct, it's a progressive tax on income not a raid.
I don't think this analogy works for a meaningful conversation.