I like that the author came to the idea by cross pollination via web components.
However, it's basically describing the "modifiers" part of BEM, which is a pattern that emerged from structuring CSS. Neither custom element or attributes are needed, even though they might feel different.
If you like that kind of pattern to structure CSS, then combining it with custom CSS properties (often called "variables", example: --block-spacing: 2rem) makes it even more modular. These properties follow the cascade rule.
It was the same clergy (or rather parts of it) that used the printing press to great success.
Martin Luther used it to spread his influence extremely quickly for example. Similarly, the clergy used new innovations in book layout and writing to spread Christianity across Europe a thousand years before that.
What is weird about LLMs though, is that it isn't a simple catalyst of human labor. The printing press or the internet can be used to spread information quickly that you have previously compiled or created. These technologies both have a democratizing effect and have objectively created new opportunities.
But LLMs are to some degree parasitical to human labor. I feel like their centralizing effect is stronger than their democratizing one.
Everyone who tells the story of the reformation leaves out that Martin Luther also used this new technology to widely disseminate his deranged anti-Semitic lies and conspiracies, leading to pogroms against Jews, a hundred years of war across Europe, and providing the ideological basis for the rise of Nazism.
You're right that later in his life he spread antisemitism and other terrible opinions as he was extremely elitist towards the peasantry. Definitely not a fan of that sort of thing.
But I didn't want to make a value judgement about Martin Luther's ideological legacy, but wanted to introduce some nuance into the narrative about disruptive innovation.
I well remember what happened in 2008 (caused by government's deregulation by the way, not "technocratic managerialist", whatever it means).
Despite the severity of what happened, jobs rapidly recovered and were around the same pre-financial crisis levels (and well above US averages) in a matter of few years and workers earnings were at or above 2008 levels (inflation adjusted) by 2016.
All in all, as severe 2008 was, I don't see how free market economy made it more, rather than less severe. It's at best an opinion.
"Caused by government deregulation" could also be phrased as "not prevented by regulation, while caused by financial markets".
The rest of the market recovered quickly once the government re-arranged debt and prevented a full collapse.
But the lesson was that private debt was accumulating too quickly on a shaky basis, catalyzed by financial markets making the issue orders of magnitudes worse. Rapid private debt accumulation is still not discussed enough today for my taste.
From a contemporary standpoint these categories are basically just ideologies. There has been a steady shift in economics towards empiricism, dynamic modeling and so on since a while now. Ideologies always have glaring blindspots, so their predictions and perspectives never really match up with reality.
With Blow the devil is simultaneously in the details and at the meta level.
For example in the Witness, which I consider one of the best puzzle games ever made, you get a fairly simple core mechanic, but the game builds upon it in very interesting ways. It feels like a journey of learning and always challenges you in some novel way at each step. There are also several revelations along the way, where you discover new layers on top of the core puzzles.
I would expect that this new game will feature similarly careful design.
I enjoyed the Witness for a while but I bounced off it pretty hard in the Mountain. It wasn’t until I watched a let’s play on YouTube that I learned there was a film room, a hidden cave complex under the mountain, a time trial, and other optional secrets. I can absolutely understand a certain type of gamer liking this but for me Talos Principle (both 1 and 2) is peak puzzle genre.
That said I’ll probably buy this game if it comes out next year.
I found them quite boring since they are all repetitions on the same theme - just drawing lines on a square. It could have been a mobile game. The world doesn't feel connected to the puzzles, and the exploration aspect of it could have been a completely separate game. It feels like two games glued together, which is IMO not a good design.
It's also not a game that's very demanding from a technical performance perspective, and really has very limited numbers of active entities / animations, so why should I care about his opinions on game architecture or anything else?
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