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M.L.D.'s avatar

I think the problem with Scott Alexander's explanation of taste is that it seeks to reduce everything to either "physics" or "status games." On the physics side, we have "innate, natural" preferences for things like beauty. On the "status games" side we have priesthoods playing arbitrary games that are only tangentially related to natural preferences, if at all.

The first problem is that preferences are never simply innate, they are impacted by the environment in complex, contingent ways. Our preferences develop within a field of overlapping discursive games. One could cite Freud, or Girard, or Adam Smith, depending on "taste."

The second problem is that "taste" is intimately tied to "meaning" in the world, and meaning is an interpersonal entity. I think this is kind of what you mean by "Quality" up above. To do something "well" it has to be evaluated by others. It is not clear what it would mean to live a "meaningful" life totally isolated from the judgments of others. It is almost, by definition, "insanity"—talking endlessly only to yourself.

I assume Sarah Constantin liked the dominant Bay area aesthetic partly for its own sensuous merits, and partly because it signaled professional competence. Many people genuinely like the sheer, sensuous experience of places and objects with a "clean, minimalist" style. Why people like that aesthetic cannot be reduced purely to status signaling. The somatic expression of pleasure when viewing such things is multilayered, even if one of those layers actually is tied to a deep internalization of the status signal associated with some of the aesthetic markers.

Below I restate some of what you explicitly say and some of what you imply, above. I basically agree with most of what you say above. I think the kernel of the problem is in whether "interestingness" is "Platonic" or not. One can make arguments about complexity, from information theoretic standpoints, but Platonic forms are essentially a matter of faith.

Assume the "grammar" theory of taste. Assume that the modernist plastic arts project of the early 20th century was something like a working out of content through form. See Clement Greenberg, or Michael Fried's "Art and Objecthood," or Nicholas Brown's book "Autonomy" if you want accounts from art theorists about why modern art is doing something interesting.

An ungenerous reading of the modern art project is that it is "just" a game of one-upsmanship. Something like a zero-sum status game. A more generous reading is that it was a game bounded by rules understood by those who played it—each novel thing was responding to the prior set of things and "good taste" involved understanding the entire history, more or less, of the game's consensus winners.

I think the proponent of "Platonic good taste," when arguing with someone who lacks taste or doesn't see the "there" there, usually assumes something like: well you just don't understand the game. If you understood the game you would see how the rules are being manipulated, how each player is submitting a new entry that comments on and goes beyond the prior entries, and so you would see how the sequence of artistic objects is advancing the game. (Coincidentally, the modern art game seemed to become exhausted at some point, and the rules had to be changed to keep it interesting, but only some people liked the new rules, or didn't like the meta-rules, or whatever)

The proponent of good taste finds aesthetic pleasure not just in the objects as individual objects, but in how they reflect, comment on, subvert, and advance the game in which they are embedded. The proponent of good taste assumes that the person who lacks good taste just doesn't understand the game, and so can't see the beauty.

The problem of course is that not everyone likes the same things in a game. For all kinds of reasons. This is why there is no "Platonic there there." Some games are better than others. But not everyone likes the same kind of games, etc. You are familiar with this line of argumentation. You still have to rank games which you find interesting, in order of interestingness.

The key point is that interestingness is rarely, if ever, wholly intrinsic. Games where you are the only player are usually not interesting to most people. Games take on a social significance, both because they grant status to good players, and because they are fields for demonstrating human excellence. Aspiration is an important part of meaning, in a very broad sense.

So the proponent of Platonic good taste assumes one *must* find the game they are interested in to be equally interesting to everyone else. This is empirically false.

Yet it is also true that some games have complex dynamics that are not immediately apparent. One has to work to understand what the game is about, how its been played, who is playing it, what the underlying dynamics are. Maybe upon doing that work you find that the game you initially thought looked boring or unfun is actually much more fun and interesting than you thought. Maybe not.

In any case, hard-line skeptics of "taste" are typically people who resent being asked to do the hard work of figuring out a game that society highly values, has high barriers to entry, and is not immediately promising. Some games have certainly ossified and become stale, or were more or less captured by arbitrary status competitions early on. Others are deeper than that.

The issue of commercialization presents further challenges for "good taste." In the special case of "scaled-up" and repackaged "good taste"-as-consumption-good, it is hard to see how the commercial players are "playing the game" in the way that e.g. the artists at the MoMA are. They are playing a market game, targeting a particular niche.

A generous reading is that the market game involves coordination along at least two axes: one, exploiting willingness to pay for status markers, and two, offering an aesthetic object phenomenally experienced on its own merits.

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walruss's avatar

FYI this article reminds me of your old ones, like the simulacra series, that got me to read you to begin with. I definitely don't agree with everything you had to say here but it's given me interesting reading material and things to think about.

Scott's articles on this were super disappointing to me. I read him for careful, thought-out analysis and he seems to just be trying to dismiss the idea of taste by implication and innuendo without really engaging with the idea on its proponents' terms. It's good to see someone break down their feelings on this into specific, explicit arguments that we can actually engage with.

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