Manifesto of The Anarcho-Syndicalist Movement

Day 1,432, 09:25 Published in USA USA by Silas Soule
OK, yes, it's obviously derivative, but I was both bored and feeling lazy...
-- PQ






Manifesto of The Anarcho-Syndicalist Movement



PREAMBLE
========

A spirit is haunting eRepublik — the spectre of radical grassroots e-Democracy. All the boring old farts of eRepublik have entered into a unholy alliance to crush this spirit: Dealer and old elitists, alliances of both the East and the West, cheaters and multis, and the reflexive addicts of the real-life spectacle.

Where is the party in opposition that has not been decried as anarchistic, communistic, overly idealistic, and full-of-BS by its opponents in power? Where is the grassroots opposition that has not hurled back the vitriolic trolling reproach of "libertarian socialist dreamers", against the more advanced opposition parties, as well as against its reactionary adversaries?

Two things result from this situation:

I. Anarcho-Syndicalism, the bottom-up non-hierarchical organization of the players themselves, is already acknowledged by all the old powers and stuck-in-the-muds to be itself a force for liberating Fun itself from the rigid death-grip of "tradition" and vulgar, tawdry game-mechanist ideology.

II. It is high time that Anarcho-Syndicalists should openly, in the face of the whole New World, publish their views, their aims, their tendencies, and meet this nursery tale regarding the fear of the organized democratic power of the masses of players with a Manifesto of the movement itself.

To this end, the Groucho-Marxist "radical middle" wing of the Saturday Morning Sub-Commiittee of the Revolutionary Committee of the Socialist Freedom Party of the eUSA, a party of the world-wide anarcho-syndicalist movement, have sketched the following Manifesto, and call for it to be published and broadcast far and wide, in all the languages of the New World. And maybe in a few others too. Like Klingon.





FREE PLAYERS and ZOMBIE-NATIONALIST ELITISTS
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The history of all hitherto existing e-society is the history of a struggle for Freedom. In short, grrrls just want to have fun!

Freethinker vs. johnny-go-along-with-the-crowd, owner vs. worker, elevated senior personages vs. "uneeducated" noobs, God of War vs. Private First Class, rich players vs. poor players, in a word, oppressor-zombie-elites-sucking-the-teat-of-pixel-dealers vs. lovely-but-oppressed-people-yearning-to-breathe-free, have stood in constant opposition to one another, carried on an uninterrupted, now hidden, now open contest, a struggle that each time has ended in some kind of FU'd stalemate, either in a failed attempt at revolutionary reconstitution of e-society at large, or in the common ruin of the contending forces.


It's a viscious circle that needs to be broken.


Modern e-society sprouted from a warped, fascistic vision of real-life society that not only emphasizes and encourages nationalistic antagonisms and denies and suppresses class conflicts, but is utterly at odds with real-life trends towards global democracy. It has established such divisions and biases at the very core of the game, as if they were the DNA and the only uber-rationale anyone would ever need to participate in a social simulation. This exagerrated and overly-constrained play-model of a global community -- which at its heart is a lie -- creates new conditions of oppression, giving rise to new forms of creative struggle.

Our epoch, the epoch of the e-fascistic eRepublik game model, possesses, however, this distinct feature: it has simplified the antagonisms between free players and zombie-nationalist elites and increasingly makes this fundamental conflict crystal clear. The New World as a whole is more and more splitting up into two great camps, into two great communities directly facing each other — Free Players and zombified cyber-slave pixel-addict overlords.

Beta, V1 and V2 opened up fresh ground for the fascistic, elitist forces. The invasions of North America, the stirring-up of Balkan nationalism, the encouragement of racist and nationalist sentiments everywhere, as well as the Dealer's bizarre tweaks to the means of exchange and in commodities generally, gave to commerce, to alliance-building, to industrial development, to the development of off-game forums and tools, an impulse that draws people in to its soul-sucking whirlpool, and thereby, stirring up a revolutionary element within this tottering authoritarian society who are swimming with all their might to avoid being dragged down into the murky depths of pixel-addict zombification.




There is good news. The world-wide anarcho-syndicalist movement is like a bridge over troubled waters.



THE DEFAULT MODEL IS LIKE A DRUG ADDICTION
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A revived and utterly revisionist 19th-century-inspired e-authoritarianism ceated the New World market.

Make no mistake. This market has driven an immense development in play-commerce, in play-war, and in communications. This development has, in its turn, reacted on the extension of industrial and military systems; and in proportion as work schemes, military organization, communications networks and power blocs extended, in the same proportion the Dealers and Pushers of the default model developed their proprietary sense, increased their capital, and shoved into the background every class of free person that had arrived from the real world.

We see, therefore, how the modern zombie-elitist class is, rather sadly, enslaved by the narrow ludic paradigm and is itself the product of a long course of development, of a series of evolutions in the modes of production, of exchange, all driven by the Deal itself.

The zombie-elitist sleepwalkers have stripped of its halo every occupation hitherto honored and looked up to with reverent awe and joy. It has converted the physicians, the mothers, the spiritual seekers, the poets and bards, the men and women of science, the aspiring and yearning-to-be-free youth of the world, into its poorly-paid wage labourers, electronic cannon fodder and pixel-addicts.

The supposedly atavistic drive of a constantly-expanding, never-ending engine for reactionary and paranoid nationalism and zero-sum economics chases the zombified addict-players over the entire surface of the e-globe. It must nestle everywhere, settle everywhere, establish connections everywhere. It can never sleep. It is, in fact, their nightmare.




THE PROCESS OF ZOMBIFICATION
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Modern eRepublik society, despite its banal and hokey relations of production, of exchange and of property, is a society that has conjured up a gigantic simulation of means of production and of exchange. It is like the sorcerer who is no longer able to control the powers of the nether world whom he has called up by his spells. The really interesting story within all of this e-industry, e-commerce and e-warfare is the history of the revolt of the New World's productive forces against its conditions of production, against the property and social relations that are the conditions for the existence of the poor, entranced zombie-player and of his dominance by and enslavement to the Dealer.

THe methods with which Dealer has simulated fascism and elitism and brought about the rise of the Zombie Era are now turned against the zombie community itself.

For not only has the Dealer forged the weapons that bring will bring destruction to the reactionary Deal itself; it has also called into existence the players who are to wield those weapons — the modern community of free players, the revolutionary democrats, the partisans of solidarity and freedom, the freedom-socialists and such. These are the 99% of real players who are disgusted with themselves for perpetuating and participating in a "society" based on war, racism, authoritarianism, oppression, greed and boredom.

Modern e-industry has converted the little workshops of V1 into the great combines of the industrial organizers. Masses of players, crowded into military communes, are organized like ants. As cogs of the industrial army they are placed under the command of a perfect hierarchy of ersatz officers, drill-sergeants, some of whom play at being little Hitlers and Stalins and Clausewitzs, having eagerly imbibed the "taste" offered to them by the Dealer and then sliding into whole-hog, full-blown addiction.

Not only do they become zombie-slave-style players, they daily and hourly reify Dealer's money-grubbing illusion of "play", turning it into "efficient work models" and seeking to "win" more of those colorful, tasty pixels. The despotism of such blank-staring overlookers is proclaimed and such "gains" are claimed to be the end and the aim of play.

The more petty, the more hateful, the more embittering it is, the more they feel they have "won". And yet this accomplishment, like any ill-gotten "victory", leaves a bitter aftertaste and covers them in a naked shroud; it is the ennui of remorse.





FREEDOM ARISES CHAOTICALLY, LIKE ANTI-VIRAL ANTI-BODIES
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No sooner does the exploitation of the laborer-soldier by the manufacturer-dictator come to its final series of clicks, when he or she receives his wages in cash or goods, than they are set upon by the other portions of the zombie-elite: the government, who wants to milk them for more pretend cash, and of cousrse the Dealer himself, who wants to milk them for real dollars and euros.


The free players go through various stages of development.

Upon entry into the New World begins our struggle with the zombie-Dealer paradigm. At first the contest is carried on by individuals, then by the workpeople of a company or militia unit, then by the operatives of one manufacturing sector, in one locality, against the individual sleepwalkers who directly exploits them or seeks to control their behavior. They direct their attacks not against the zombified conditions of production, but against the instruments of production themselves and only within the constrained ludic paradigms; they demand tariffs and trade barriers against foreign competition; they refuse, in disgust, to work together with others; they join parties and factions that seek to upset the apple cart of zombification; they desire to restore by any means available the vanished status of the dignity of a free individual participating in a decent society in the real world.



At this stage, the freemen and freewomen still form an incoherent mass scattered over the whole country and the whole e-world, broken up by their mutual competition. If anywhere they unite to form more compact bodies, this is not yet the consequence of their own active and conscious union, but of the union of the zombies and Dealers, which group, in order to attain its own profitable and political and psycho-addictive ends, is compelled to set the whole population of players in motion, and is moreover yet, for a time, able to do so.

At this stage, therefore, the free players do not fight their enemies, but their reflexive fears: like the ghostly electronic reminders of battles their parents once fought in real life, the prejudices and banal conflicts of the 19th century, so worshipped by Dealer, the idiocy of industrial and commercial "competition" in a simulated society that has no mechanisms whatsoever for regulation, reform, industrial action or actual democracy. In other words, a world without science and without compassion.

Thus, the whole historical movement of eRepublik has been concentrated in the hands of the zombie-elitists; every victory so obtained is a victory for the Dealer.

But with the development and unfolding of the gaming community, the free players not only increase in number; they become concentrated in greater masses, their strength grows, and they feel that strength more. The various interests and conditions of life within the ranks of the free players are more and more equalised, in proportion as the Deal obliterates all distinctions of labor and pre-conceived notions of politics. Nearly everywhere wages are reduced to the same low level and dignity is dismissed out-of-hand.

The growing competition amongst the zombie-elitists, and the resulting crises, make the wages of the workers ever more fluctuating, ever more dependent on war economics. The increasing improvement of Control mechanisms, ever more rapidly developing, makes their e-livelihood and their e-dignity more and more precarious; the collisions between individual freemen/freewomen and individual zombies take more and more the character of collisions between two groups of players. Thereupon, the free players begin to form combinations against the zombie-elite; they club together in order to keep up the rate of wages by means of profit-sharing; they found permanent associations in order to make provision beforehand for these occasional uprisings, and to offer mutual protection against the ravages of both invasion and poltiical shenanigans.

Here and there, the contest breaks out into e-mayhem, or entire chunks of the free community break away from the dominant social paradigms, from the traditional forms of e-organization, and begin to experiment with entirely new forms.

Now and then the free players are victorious, but only for a time.




I REFUSE TO LET YOU RESTRICT MY DIALECTICAL MOVEMENTS
=====================================================



The real fruit of their battles lies, not in the immediate result, but in the ever expanding union of the free players.

This union is helped by -- just as in the real world -- the improved means of communication that are created by modern technology, and the freedom-socialists, the libertarian-communists, the rebel workers, the freethinking individuals of different localities, loyalties and perspectives begin to connect with one another. This contact begins to centralise the numerous local struggles, all of the same character, into one national struggle and into one international struggle as well.

But every class struggle is in essence a political struggle. And that union, to attain which the players of a forgotten age, with their miserable low-bandwidth modems and bulletin board systems, required years, the modern player, thanks to broadband, achieves in a few months.

This organisation of the free players into a movement, and, consequently into a political party, is continually being upset again by the competition between the freedom-seekers themselves. But it ever rises up again, stronger, firmer, mightier. It compels legislative recognition of particular interests of the mutualist-liberationists, by taking advantage of the divisions among the zombies themselves. Thus, the on-going support for government-backed social solidarity programs, for example, was carried and continues to be maintained in several e-countries.

Such clashes and negotiations between the free players and the zombie-dealer addicts further, in many ways, the course of development of the freedom movement.

The zombie-addict overlookers, the guardians of the Deal, find themselves involved in a constant battle. At first with the Dealer, to carve out some privilege for themselves; then against each other, when the interests of some have become antagonistic to the progress of the nationalized war machine; at all time with the zombie-elite of foreign countries. In all these battles, it sees itself compelled to appeal to the free players, to ask for their help, and thus, to drag it into the political arena -- hopefully strictly within the terms of the Deal.

The zombie-addict community itself, therefore, supplies the free players with its own elements of political and general education, in other words, it furnishes the 99% with weapons for fighting the 1%.





Finally, in times when the epic struggle nears the decisive hour, the progress of dissolution going on within the dominant "senior" class, in fact within the whole range of the pre-fabricated fasisistic "social model", assumes such a violent, glaring character, that a small section of the sleepwalkers wake up, and join the revolutionaries, the players who actually holds the future in their hands.

All previous e-historical movements were movements of minorities, or in the interest of minorities. The movement of free players, the global Anarcho-Syndicalist Movement, is the self-conscious, independent movement of the immense majority, in the interest of the immense majority. The free players, the lowest stratum of our present social simulation, cannot stir, cannot raise themselves up, without the whole superincumbent strata of "officialdom" being sprung up into the air.

The zombie-elitist sleepwalkers, addicted to the Dealer's fascist candy-pixels, produces, above all, its own grave-diggers. Its fall and the victory of the associations of free players are equally inevitable.


THE END?
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.. or JUST THE BEGINNING!?
==========================





Cool graphic by Mark Valshannar.