Ahhhh I don't want to be an asshole tease, devs are jerks when they do that. But I don't want to just point at either. So maybe I can judo this into an interesting discussion - I think one of the core phenomena we have to understand in building systems, whether civilizations or individual bodies, is how local vs. global incentives compete.
So, as one example: a cell will only survive in the long term if an organism it's part of survives. So individual cells have to be coerced to behave in a way that's good for the organism globally, even if it hurts their own reproductive success. So our bodies create laws - apoptosis, limited telomeres, tumor suppression genes - to punish rogue players who switch over to the defect strategy in the prisoner's dilemma: reproducing wildly, hijacking the resources of cooperative cells to feed their own growth.
Occasionally these rules break down - there's a vulnerability that something learns to exploit. Boom! You get a tumor, or a sociopath, or a predatory megacorporation, or a meme, or any phenomenon that's learned how to exploit the rules to propagate itself. This seems to be a fundamental truth across all kinds of systems, from the molecular (DNA is a molecule that's learned how to replicate itself, and then to jacket itself in organisms that further promote its fitness) to the civilizational (a peaceful artistic country won't succeed in the long run if its neighbor is an aggressive invader).
And the bigger the system, the more resources it's assembled, the bigger the payoff for the defect strategy that learns to exploit that system. A sociopath in a little village might learn how to steal some extra food. A sociopath in a world-spanning civilization might become emperor of Rome, and that's a much better place to be if you're selfish.