I didn’t follow what you’re advocating (or what you’re arguing against). Are you a fan of the concept of “rude” as a social mechanic to guide behavior/communication, or a fan of BEING rude in pursuit of some kinds of communication? Like most social-status components, I find it mostly unhelpful as an abstraction on it’s own, and better decomposed into what kinds of offense is being given/taken, and when is it necessary or helpful to do so.
Are you a fan of the concept of “rude” as a social mechanic to guide behavior/communication, or a fan of BEING rude in pursuit of some kinds of communication?
The former. Or, to be slightly more generalized, I’m a fan of “fuzzy social credit that can be gained or spent” as a game mechanic to include in your social/coordination iterated games, with “being rude” being one way that algorithm ends up feeling from the inside.
I didn’t follow what you’re advocating (or what you’re arguing against). Are you a fan of the concept of “rude” as a social mechanic to guide behavior/communication, or a fan of BEING rude in pursuit of some kinds of communication? Like most social-status components, I find it mostly unhelpful as an abstraction on it’s own, and better decomposed into what kinds of offense is being given/taken, and when is it necessary or helpful to do so.
The former. Or, to be slightly more generalized, I’m a fan of “fuzzy social credit that can be gained or spent” as a game mechanic to include in your social/coordination iterated games, with “being rude” being one way that algorithm ends up feeling from the inside.
If I follow that, another way of thinking about rudeness might be spending social/political capital?