(A reference post for a concept that comes up often enough to warrant such a thing.)
If men were angels, no government would be necessary. If angels were to govern men, neither external nor internal controls on government would be necessary.
Three kinds of methods
The one comes to us (wishing to build a social system, and having only people, and no angels, to work with) and says:
“My system would work perfectly, if only everyone involved would behave in the optimal manner!”
Granted; unfortunately (or fortunately), not all people can be relied on to behave optimally. How to make the system work despite this?
There are three sorts of approaches:
- Selective methods—build your system out of only the right sort of people, and exclude the wrong sort.
- Corrective methods—apply such measures as will make the people in your system alter their behavior, to conform to relevant optimality criteria.
- Structural methods—build your system in such a way that it will work if people behave in the ways that they can be expected to behave.
Examples
Work
The challenge: build an organization (or a team within one) that will be able to accomplish various desirable projects.
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Selective: hire people who have the skills/experience/etc. to do the work; don’t hire (or fire, if discovered post-hiring) people who aren’t capable of doing the work.
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Corrective: on-the-job training; social approval/disapproval from coworkers for good/bad work.
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Structural: bonuses and other financial incentives for performance; technological and process improvements that reduce skill requirements.
World of Warcraft
The challenge: assemble a raiding guild that will be able to defeat the most challenging boss monsters.
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Selective: accept players who can demonstrate competence in their chosen raid role; exclude those who can’t or won’t perform.
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Corrective: teach inexperienced players to play better; shame lazy or selfish players into putting in effort, and contributing to the guild’s success.
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Structural: assign raid members to roles that best fit their talents and inclinations; design a loot distribution system that incentivizes effort and effective participation.
Governance
The challenge: place over society a government, that will rule for the good of all.
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Selective: choose wise and just rulers; prevent the foolish and the wicked from gaining power.
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Structural: checks and balances; a nation of laws, not of men.
Which way is best?
I have no revelatory answer. Probably it varies from one case to another. And—as the examples show—the approaches aren’t mutually exclusive. All three can be combined, potentially, or any two. Each has its advantages; each, also, its drawbacks. (I will explore some of these in the comments section for this post.)
The critical thing, I think, is just to be aware that all three types exist.
Postscript
This post explains, finally—it only took five years!—what I meant by this comment.
Of course, the sharp division into three types of methods should not be taken too seriously; nor, and especially, does the division imply that a choice must be made. The methods often overlap and interoperate, to a degree that makes them hard to cleanly separate in practice.
Consider the simplest of the three examples in the post: a World of Warcraft raiding guild. (See my previous posts about rationality lessons from WoW for some background.)
Almost nobody will care about putting in the effort to improve, to learn to play their class/role better, unless there’s some incentive to do so. Likewise, the approbation/disapprobation of their guild mates will mean nothing unless players have some reason to care about their social status within the guild. These incentives and reasons generally are “people who perform badly aren’t invited to raids, or don’t have permanent spots on raid teams; thus they have fewer chances at acquiring loot”.
In other words, what motivation do people have to submit to correction?
Thus corrective methods rely on selective and structural methods.
Meanwhile, saying “assign raid members to roles that best fit their talents and inclinations” sounds properly humane and considerate, but the reality is that some players aren’t good enough to play any useful role in a raid (in some cases, this can be corrected; in others, not).
And, likewise, some people are bad actors. In any system of incentives and rewards, they will devote most of their energy to exploiting the system (and patching to prevent exploits often makes the system worse overall for everyone else).
Thus structural methods rely on selective and corrective methods.
At the same time, it often does no good to try to select players who are “good” in some sense that refers to the final output (raid performance per se).
For one thing, there is such a thing as “culture fit” (yes, even in WoW); someone may fit well into the system—the social environment, the raid organization scheme, etc.—that you’ve created, or fit badly, resulting in a dimension of contribution effectiveness which is not perfectly correlated with “objective” measures of raid performance that can be applied across guilds.
Similarly, because a raiding guild must, by its nature, be able to adapt to new challenges (which means both “new raid content” and “new organizational and task challenges, created by shifting membership and raid composition”), adaptability and the capacity and willingness to learn and improve is very often a more important trait for a prospective raid member than performance on “objective” metrics.
Thus selective methods rely on structural and corrective methods.
And all of these patterns surely manifest in more complex, “real-world”, scenarios.