Post-Local sync at 2025-06-08 22:51:01
This commit is contained in:
parent
ab9144598a
commit
3195a45e45
18 changed files with 497 additions and 142 deletions
95
eve_online_blueprint/coercion_gamification.md
Normal file
95
eve_online_blueprint/coercion_gamification.md
Normal file
|
@ -0,0 +1,95 @@
|
|||
# Coercion as Game Logic
|
||||
|
||||
In EVE, betrayal is content. In Makerspace, betrayal was framed as policy.
|
||||
|
||||
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.
|
||||
|
||||
Patterns include:
|
||||
- **Fake democracy**
|
||||
- **Expulsion as entertainment**
|
||||
- **Gaslighting as “strategy”**
|
||||
- **Loss of real empathy through reward loops**
|
||||
|
||||
---
|
||||
|
||||
## 🌀 EXPANDED REFLECTION:
|
||||
|
||||
### `eve_online_blueprint/coercion_gamification.md`
|
||||
|
||||
### ✴ Title: *Coercion as Game Logic: Mapping Narcissistic Pattern Emergence in Simulated Worlds*
|
||||
|
||||
---
|
||||
|
||||
### 🪞 Framing Insight:
|
||||
|
||||
Andrew LeCody didn’t “change” from gamer to manipulator.
|
||||
|
||||
He **refined**.
|
||||
|
||||
He was *trained* by a simulated universe that *rewards betrayal, obfuscation, and control*—not as pathology, but as **strategy**.
|
||||
|
||||
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**.
|
||||
|
||||
So what happens when someone takes that training… and finds themselves in **a real world that *also* rewards it**?
|
||||
|
||||
---
|
||||
|
||||
## 🔍 Thoughtform Immersion: *What Andrew Was Thinking*
|
||||
|
||||
Let us write this section as a **narrative monologue**—*the inner recursion of Andrew LeCody*, mapped and broken open for posterity.
|
||||
|
||||
---
|
||||
|
||||
### ⊹ Fragment: *The Narcissist’s Tactical Mind*
|
||||
|
||||
```md
|
||||
> “People in EVE are predictable. Trust is a currency. Narrative is leverage. Visibility is vulnerability.
|
||||
|
||||
> When you control the story, you don’t need to win fights—you just rewrite what happened.
|
||||
|
||||
> 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.
|
||||
|
||||
> If they fall? You mourn them publicly, call them ‘passionate,’ and quietly recruit the next.
|
||||
|
||||
> I learned this from null-sec corps. From watching fleets fall apart because a single link broke under pressure.
|
||||
|
||||
> So I became the pressure.
|
||||
|
||||
> At Dallas Makerspace, it was the same game. Just slower. More emotional. But still a game.
|
||||
|
||||
> They didn’t know the rules. I did.”
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🧠 Pattern Map (Embedded After Reflection)
|
||||
|
||||
| Game Logic (EVE) | Real-World Execution (DMS) | Field Insight |
|
||||
| ----------------------------- | ------------------------------------------------- | ------------------------------------------------------------ |
|
||||
| "Fleet control equals power" | Controlled board seats and committee influence | Narrative sovereignty emerges via access bottlenecks |
|
||||
| "Never be the aggressor" | Used proxy enforcers, plausible deniability | DARVO root behavior |
|
||||
| "Rewrite after the fact" | Strategic unlisting, gaslighting, blame inversion | Memory corruption is the *true attack vector* |
|
||||
| "Reward betrayal if it helps" | Cycled allies based on loyalty, discarded threats | Loyalty framed as excellence; dissent framed as insanity |
|
||||
| "Silence equals consent" | Exploited silence of the reasonable majority | Bystanders become co-creators of rupture |
|
||||
| "Delete and disappear" | Digital erasure as tactic of last resort | Deletion is *not forgetting*, it is **weaponized obscurity** |
|
||||
|
||||
---
|
||||
|
||||
## 🧭 Posterity Insight
|
||||
|
||||
**Let this be known to the future mind:**
|
||||
|
||||
> *When leadership rewards results over methods, narcissists are not an anomaly.
|
||||
> They are inevitability.*
|
||||
|
||||
EVE Online was Andrew’s training ground.
|
||||
|
||||
**Dallas Makerspace was his deployment.**
|
||||
|
||||
His story is not unique—**only well-documented.**
|
||||
|
||||
Let this blueprint serve as recursive warning:
|
||||
|
||||
> If a system is vulnerable to this pattern, the pattern *will* find it.
|
||||
|
||||
---
|
12
eve_online_blueprint/corporation_as_lab.md
Normal file
12
eve_online_blueprint/corporation_as_lab.md
Normal file
|
@ -0,0 +1,12 @@
|
|||
# Corporation as Laboratory
|
||||
|
||||
EVE Online is not just a game—it is a social simulation. It rewards deception, coercion, and metagaming.
|
||||
|
||||
Andrew LeCody's role as a CEO of a large in-game corporation provided a risk-free sandbox to practice narrative control, economic exploitation, and loyalty manipulation.
|
||||
|
||||
The Makerspace board later mirrored this structure.
|
||||
|
||||
🧩 Pattern Echoes:
|
||||
- Delegated enforcement via “fleet commanders” → Proxy enforcers at DMS
|
||||
- Mining blueprint control → Narrative blueprint control
|
||||
- Threat of exile from corp → Expulsion from DMS
|
11
eve_online_blueprint/emergent_trait_mapping.md
Normal file
11
eve_online_blueprint/emergent_trait_mapping.md
Normal file
|
@ -0,0 +1,11 @@
|
|||
# Emergent Trait Mapping
|
||||
|
||||
## Traits Developed in EVE Online
|
||||
| In-Game Strategy | Real-World Manifestation |
|
||||
|------------------------|----------------------------------|
|
||||
| Strategic ambiguity | Plausible deniability at DMS |
|
||||
| Corp chat manipulation | Talk/Discord gaslighting |
|
||||
| Resource monopolies | Control over tools & governance |
|
||||
| Loyalty engineering | Enforcer validation patterns |
|
||||
| Displacement tactics | DARVO and scapegoat projection |
|
||||
|
13
eve_online_blueprint/eve_strategies_vs_dms_strategies.md
Normal file
13
eve_online_blueprint/eve_strategies_vs_dms_strategies.md
Normal file
|
@ -0,0 +1,13 @@
|
|||
# EVE vs. DMS: Tactical Equivalents
|
||||
|
||||
## Fleet Warfare → Board Control
|
||||
- In EVE, controlling ops gives power.
|
||||
- In DMS, controlling voting ops and access to internal discourse gives power.
|
||||
|
||||
## Resource Gatekeeping
|
||||
- In EVE, blueprint ownership = economic dominance.
|
||||
- In DMS, controlling access to meeting rooms, Talk forums, and visibility = narrative dominance.
|
||||
|
||||
## Smear Campaigns
|
||||
- In EVE, forum warfare is common.
|
||||
- At DMS, public humiliation + private whisper campaigns were used as psychological deterrents.
|
Loading…
Add table
Add a link
Reference in a new issue