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The Curdled Milk of Human Kindness: How Folding@home Turned Friends against One Another
Friday, October 08, 2010
EDITOR'S NOTEfrom Rob Savillo

Evan relates a personal tale of deception and anger as a vigorous contest between him and his friends reveals something sinister about human nature. Do we need extrinsic motivation to act selflessly? Can we do good for goodness's sake? The lessons revealed in this Folding@home competition only reinforce my own personal and academic observations of our seemingly innate narcissism.

We descended into his dank, musty, spider-infested basement, a bunker where we routinely slept, drank, served in the virtual armed services together, and struggled to chase out the slimmest beam of invading sunlight with our Rickets-riddled bodies. As soon as we passed the sink filled with coke cans and rounded the corner, the T.V. was already ablaze with dancing proteins. I'm sure part of the disfigured burn-in brand that exists on the screen today belongs to an atomic shadow of those folding molecules.

That pocket of the room was distinctly warmer; the PS3 and T.V. had now become spaceheaters, but no heat distortion could obscure the number of work units we saw on the hardworking, light-blanched screen. We spied some dead pixels now visible like tiny marytyrs who dedicated their little lives to the cancer war. Reid's number of work units far surpassed ours.

Ben and I forged a temporary alliance to tackle this greater foe. In the face of defeat and swelling protein envy, we even contemplated enacting a scorched-earth policy to attain victory: to erase Reid's hard drive and possibly the cure for cancer buried deep within it. We settled for unplugging and powering down Reid's PS3 surreptitiously.

After some time, he would invariably notice, and -- in his passive aggressive way -- he would let out a great sigh and say, "Don't touch my PS3." Then he would boot it back up and resume his interrupted work unit.

Folding became our favorite game, but it wasn't a game at all...maybe it was some sort of a metagame. Halo, Battlefield, Call of Duty, Mary-Kate and Ashley: Magical Mystery Mall, and so on: We ignored all of these games that we played competitively with each other. We replaced them with Folding, the game that didn't require you to do much of anything besides dedicate time and energy in the most literal sense. 

Things escalated to the point where it would require much deliberation and subterfuge to coordinate at whose house we would spend the night, since none of us wanted to fall prey to sneak attacks on our PS3s. Over the course of several nights, someone unplugged and hid my system's power cord; Ben's entire console disappeared for some time, which he later found in a linen closet; and Reid had become so wary and vigilant that his PS3 barely left his gaze while we were in its presence. After too many setbacks, double-crosses, and easter-egg hunts for console parts, we abandoned the blood feud.

Once the blinding haze of debilitating anger and dismay had subsided, it wasn't very difficult to pinpoint the origins of these absurd emotions. The series of numbers that constituted my completed work units wasn't unlike other numbers that wrapped me in a similar fervor in the past. Frags, headshots, flags captured, weasel pelts collected, and fake currency amassed are examples of just a few dominant game mechanics -- namely, defining proficiency and aptitude in terms of numerical value -- that are tried-and-true methods of getting people invested in a narrow task. Developers quantify players's dedication, skill, and involvement with their games.

You can't even play a leisurely song in Rock Band without receiving a post-song analysis of completion percentages and subtly condemning adjectives (I'm looking at you, "Spirited Survivor") that declare who was the weakest rhythmic key-pusher and who was the strongest. I also don't think that having a tense band meeting after someone misses an ending bonus is particularly enjoyable or team-building.

Competition has always encompassed games: contests with yourself, against the rigid confines of the game, or in opposition to someone else. Only fairly recently have some titles proved otherwise or at least made competition optional or subtle. But largely, it seems that the vengeful flames of kill counts and post-mortem teabaggings have tempered us.

If a game presents a clear and immediately visible metric of how good one is at something or how much of it they do (no matter how mundane the task) that also involves bragging rights, then we'll quickly convert controllers into triggers -- people will no doubt be gettin' the "C.R.E.A.M." (dolla, dolla bill, ya'll). We can even pervert a noble, philanthropic venture such as Folding into a pride-extinguishing weapon -- all in the timeless tradition of competition. Although, I can't argue that this isn't an effective tool to temporarily possess someone into action. Perhaps the Folding team should consider adding leaderboards, robust friend features, and unlockable trophies (e.g., Folding Under Pressure: Folded for 72 hours straight!).

Whether it was by design or accident, the work unit metric in Folding gave rise to selfish extrinsic motivations for undertaking what was to be a selfless act. Maybe that's the secret recipe behind most successful charities. Some people genuinely want to make a difference, but the majority of others take an egocentric stake in it -- like some wealthy philanthropists who dedicate wings to hospitals provided that their names are in clear view on a shining plaque and a statue of their likeness, a bronze avatar that gives off a carefully detailed smile of generosity, is visible nearby.

A lesser evil for the greater good, I suppose.


If you're interested in philanthropic apps/games, check out Folding@home and Free Rice.

 
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Comments (5)
5211_100857553261324_100000112393199_12455_5449490_n
October 08, 2010

This would be funny, if it wasn't quite so sad... I'm glad you (eventually) saw the big picture and took note of how ridiculous this had become.

In my household at any time, we have anywhere from three to five desktops and laptops running F@H in the background; some running multiple instances (Yay for multicore processing!).  It's a simple DOS-prompt background process, no silly pictures, no "score-keeping" in that specific sense (You see progress, but not in any flashy 'look at me' sense, more of a "Done, going to next" thing).  

I actually had no idea that the PS3 had incorporated a F@H client, honestly; it's a pretty interesting concept that's pretty disturbing to see being warped the way it was here, and I'm sure you're not the ONLY group that would have this sort of attitude towards it.

But you saw and took note, and hopefully that's done.  It's pretty miraculous that an idle PS3 could be used for such a great cause.  Hopefully more people will take note and "team" up as opposed to "compete".

October 08, 2010

On your note of progress, when the work unit tally is not used for wickedness and unfriendly competition (as it was in my case), it could serve as a mark of individual progress and be an incentive for some people to continue, to keep besting themselves. However, the minimalistic, stripped down version of F@H you use might have more longevity for certain users since it is a background process that does not provide any excess information, such as the work unit, that users could repurpose as competitive value and potentially get burnt out on, and eventually reduce participation, which was my experience. " I can't lose the metagame if I don't play." Only with Folding@home, there is a greater loss when you don't play.

Thank you for your concern. Rest assured that the Folding wars have been over for some time. All of us involved haven't been keeping up with Folding all that well since. As much as we may have hindered progress for each other by disabling consoles, we folded much more then than any time after. Another reason why this odd metagame emerged in the first place is because we were all enduring the PS3 content drought of early '07, and that famine did some some strange things to us. I admit, though it brings me great shame, that I bought Super Rub-a-Dub around that time. Famine and delirium, those are my excuses. 

5211_100857553261324_100000112393199_12455_5449490_n
October 08, 2010

Oh, Sony.  Look at what you drove  your fans to!

Totally understandable.  What was I doing in '07...  I can't remember, but it was probably a mix of Counterstrike: Source and filling out my PS2 collection (much more entertaining than the prospect of finding six games I wanted to play through on the PS3). 

Default_picture
October 09, 2010

You and your friends should form a Folding team. You can even check your stats on the leaderboard and see your performance against other teams. Join forces and be stronger!

October 09, 2010

I knew there was a team feature, but I never looked into it. I didn't know there were team leaderboards, thanks for telling me. Maybe we'll unite and form a team, but I fear that we'll soon turn on each other and find ourselves in the same situation, chastising the weak links. This particular group of friends and I have rarely ever made a good, cooperative, well-oiled team. It's kind of like trapping a bunch of distrusting lone wolves and putting them into a pack. Co-op and team matches are nearly impossible for us. Too many mutinies and backstabbings to count. It took nearly a year for Ben and I to finish the Splinter Cell: Chaos Theory co-op campaign. Most of that time was spent trying to finish the first level because of how uniform and labyrinthian it is, and once lost and confused, we would resort to gratuitously shanking one another. 

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