> The concept recognises that working without the bother of deadlines or micromanagement can be a lot of fun.
And they're right: building things is indeed fun, it's the pressure of deadlines and handling your boss/clients/etc that can make it stressful. But I don't think you can take that out of a "job" situation; other people paying for your work is the entire point of jobs.
If you are just doing things because you like it without anyone paying you for it, that's called a hobby even if you do the exact same things that you can also get paid for. (There is an obvious parallel here with the "getting paid for FOSS" discussion that pops up regularly on HN)
Most people really just want "do X, get Y" type of deals. Those deals are becoming increasingly more rare except for minimum wage jobs working you to the bone. Not having to deal with politics has become a luxury instead of rewarding a few individuals to deal with all the politics. Even something as simple as getting a salary indication is already a hassle for Average Joe.
The job market can learn a lot from game design and gamification, but the guys at the top seem insistent on believing they know better than decades of research.
Even "do X, get Y" type of deals are a threat, since the amount of Y is finite and the more that goes to others, the less that goes to you. It gets even worse when you take into account that people can lie. Someone might only be pretending to be happy "doing X" for the rest of their lives and will actually stab their coworkers in the back for a promotion. The guys at the top are definitely not unaware of this dynamic.
I think the key difference in the modern world is that success is not guaranteed, for reasons that may be well out of your control, and failure is scary with unknown consequences. We can imagine a world with pretty much the same jobs and the same work, but with more security removing the intense stress people feel.
Overall, we have way more security than the ancient world did. Droughts are still a problem as the western US has been seeing, but at least we're at a point today where it just means food prices go up rather than food vanishing entirely and requiring migration to other countries or something.
As for stress, largely European workers don't seem to feel the pressures that American workers do, which probably boils down to in part a mix of higher taxes leading to better safety nets as well as generally much more vacation time from work. Also politics in European countries generally isn't as polarized, though by no means is it perfect.
I don't mean to say this was all perfect, but instead that when we talk about the stress of modern jobs, we should go beyond saying no one likes deadlines or bosses, because the real problem is the, for some people literally daily, uncertainty.
1) The reward for doing the mundane thing is usually very direct and actually pretty decent if you commit to it. For example with enough grinding in EVE you can afford some very fancy spaceships. Or with hours of code raiding in Rust you can steal all of someones stuff by just typing in 4 digit codes for hours.
2) Doing the mundane thing in the game is still a form of escapism from doing the mundane thing in the real world. Except usually the video game isn't hardcore mode. If I don't do it and a die I just respawn. Meatspace doesn't have this luxury. In this case the video game is an escape from existential dread.
Of course, loading up my cargo and bringing to market was tense... but I never was attacked, probably because I only went to wormholes from hisec space. (The wormhole farming corp I was in maintained various stations but I went with the not-as-lucrative ones accessible from hisec and skipped the low/no sec ones. As I recall, I stopped a few years ago.)
Cheating in MP also ruined it for me. Now I mostly do SP and occasionally cheat there when it feels like the game is getting too grindy or unfair.
You can go over to r/powerwashingporn and see a lot of homeowners renting some equipment for an afternoon, but you don't want them going out to public land and cleaning whatever they want because they might just damage stuff with the wrong chemicals or techniques. I know beaurocracy isn't very fun but nobody wakes up with the sole desire to manufacture red tape for no reason.
People want to do something with obvious, tangible impact in their lives. Most of these games have a very clear impact on the virtual world; that wall is clean, and I cleaned it. That house got built and I built it. Those shelves got stocked, and I did it. So on.
In meatspace, most jobs are either heavily removed from a tangible benefit, or have bad pay and working conditions. You can be in HR or accounting or IT, and several steps removed from any kind of tangible end-product, or you can be a berry picker working in the heat for $7/hr.
With the advent of the assembly line and exacerbated by offshoring, the high-value part of the production chain has become managing production rather than the production itself.
Personally, I struggle with cleaning because it's truly Sisyphean work. Always the same, never done, even if you do it the results don't last.
Games can be played whenever I feel like it, cleaning doesn't always work this way. A visit from the in-laws make it a chore, and my brain can't really let go of that label for some reason.
Some work comes with physical discomfort: I don't think I'll ever feel like picking strawberries in the burning sun for too long.
Hth
I don't want to be a truck driver, but I want to play Euro Truck Simulator with a complete racing wheel setup. The way I see it, driving a truck across Europe while trying to follow all of the rules to minimize cost is not that much different mentally than driving a race car around a race track trying to minimize lap time. But it is less physically fatiguing.
Even though these games seem dumb (I get poked fun at a lot for playing them), most of the time, their game loops are tight enough that you feel the same fulfillment as if you were playing the latest Mario. They are always adding another challenge to the game with each level, so that by the end, you've developed a repertoire of skills that you can use to tackle a variety of complicated situations.
Cooking for your family feels very different than cooking at a corporate canteen, yet both are forms of useful work, and both involve some friction. The game makers know it - Euro Truck Simulator is full of both challenges (deadlines) and boredom (traffic jams), and I wouldn't call it frictionless.
So, again, which friction can stay and which needs to go?
I think that's a pessimistic view. You posit that humanity will never be able to extract more than a tiny bit of the satisfaction lots of people feel when they are useful to the community.
On the other side, a lot of anarchist thought has been proposing that smaller communities make people more satisfied, by removing emotional friction.
Still from another direction, not all work needs to be tightly economically controlled, or justified, yet finances permeate work as pure overhead.
Dismissing the idea that work can be better than it is today seems like a passive surrender.
The abilities to feel satisfaction and be useful are not directly linked to eliminating friction.
I don't know anything about anarchist perspectives on smaller communities but I would actually hazard a guess that smaller communities would increase emotional friction but also the quality and sense of fulfillment that come from being deeply emotionally linked to others.
I don't dismiss the idea that work can be better but I think there's an average amount of friction in work that can't be reduced. And from my perspective it makes me feel like I gain strength, courage, and skill from working at something that is always going to be difficult in some way and to some degree.
To answer your original question as directly as possible: I think if an instance of friction disadvantages or oppresses someone or a group of people then we should seek to eliminate it.
But does it have to be like this?
People need to feel useful; these chore simulators are parasitic on that natural impulse.
Is it the extra bureaucracy involved in earning money? Is it the feeling of being exploited when working for someone else? Is it the pressure to economically justify anything we might want to do?
How much friction can we eliminate in work? What is essential, and what is not?
I feel that humanity would be better served if the feeling of achievement was coupled with meatspace usefulness, and not just virtual creation.