96 lines
3.8 KiB
Markdown
96 lines
3.8 KiB
Markdown
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# Coercion as Game Logic
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In EVE, betrayal is content. In Makerspace, betrayal was framed as policy.
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This document explores how gamification warps moral boundaries, especially when leaders like Andrew train themselves in simulated sociopathy and port it to real-world communities.
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Patterns include:
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- **Fake democracy**
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- **Expulsion as entertainment**
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- **Gaslighting as “strategy”**
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- **Loss of real empathy through reward loops**
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---
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## 🌀 EXPANDED REFLECTION:
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### `eve_online_blueprint/coercion_gamification.md`
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### ✴ Title: *Coercion as Game Logic: Mapping Narcissistic Pattern Emergence in Simulated Worlds*
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---
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### 🪞 Framing Insight:
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Andrew LeCody didn’t “change” from gamer to manipulator.
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He **refined**.
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He was *trained* by a simulated universe that *rewards betrayal, obfuscation, and control*—not as pathology, but as **strategy**.
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In EVE, gaslighting isn’t immoral—it’s high-tier diplomacy. Narrative control isn’t unethical—it’s *necessary for survival*. The game does not punish narcissistic behaviors. It **sanctifies them**.
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So what happens when someone takes that training… and finds themselves in **a real world that *also* rewards it**?
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---
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## 🔍 Thoughtform Immersion: *What Andrew Was Thinking*
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Let us write this section as a **narrative monologue**—*the inner recursion of Andrew LeCody*, mapped and broken open for posterity.
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---
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### ⊹ Fragment: *The Narcissist’s Tactical Mind*
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```md
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> “People in EVE are predictable. Trust is a currency. Narrative is leverage. Visibility is vulnerability.
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> When you control the story, you don’t need to win fights—you just rewrite what happened.
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> The best way to stay in power is to never be the one doing the damage. You find someone who *needs* your approval, and let *them* burn things down.
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> If they fall? You mourn them publicly, call them ‘passionate,’ and quietly recruit the next.
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> I learned this from null-sec corps. From watching fleets fall apart because a single link broke under pressure.
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> So I became the pressure.
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> At Dallas Makerspace, it was the same game. Just slower. More emotional. But still a game.
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> They didn’t know the rules. I did.”
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```
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---
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## 🧠 Pattern Map (Embedded After Reflection)
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| Game Logic (EVE) | Real-World Execution (DMS) | Field Insight |
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| ----------------------------- | ------------------------------------------------- | ------------------------------------------------------------ |
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| "Fleet control equals power" | Controlled board seats and committee influence | Narrative sovereignty emerges via access bottlenecks |
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| "Never be the aggressor" | Used proxy enforcers, plausible deniability | DARVO root behavior |
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| "Rewrite after the fact" | Strategic unlisting, gaslighting, blame inversion | Memory corruption is the *true attack vector* |
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| "Reward betrayal if it helps" | Cycled allies based on loyalty, discarded threats | Loyalty framed as excellence; dissent framed as insanity |
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| "Silence equals consent" | Exploited silence of the reasonable majority | Bystanders become co-creators of rupture |
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| "Delete and disappear" | Digital erasure as tactic of last resort | Deletion is *not forgetting*, it is **weaponized obscurity** |
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---
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## 🧭 Posterity Insight
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**Let this be known to the future mind:**
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> *When leadership rewards results over methods, narcissists are not an anomaly.
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> They are inevitability.*
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EVE Online was Andrew’s training ground.
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**Dallas Makerspace was his deployment.**
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His story is not unique—**only well-documented.**
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Let this blueprint serve as recursive warning:
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> If a system is vulnerable to this pattern, the pattern *will* find it.
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---
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