I feel the same way. Designing good, opinionated APIs is HARD, but it also provides the best experience for both the author and the consumer.
Prettier is the undisputed king of JS formatters because it has no options by design. You set and forget.
One of the reasons iOS is so successful is because they lock down their APIs and put strict standards on apps, making it hard to write something that doesn't at least look good and slot into the OS well.
I disagree that procedural generation makes games more boring and repetitive. I think it depends on the game and how the procedural generation is implemented. Look at Noita for example - uses lots of procedural generation, mixed with some handcrafted elements, and it's really fun! Terraria, another similar formula.
Not my cup of tea, but a lot of people love No Man's Sky for that reason - it's fun to explore the crazy combinations.
The original Elite was procedurally generated IIRC, and from what I understand it was super fun (before my time though).
That's how I feel about RuneScape! I don't find it a particularly fun game, but the music is so great and iconic and fits the game so well, I hear it and want to play.
In a world where your IDE and maybe also compiler should warn you about using unicode literals in source code, that's not much of a concern.
VSCode (and I'm sure other modern IDEs, but haven't tested) will call out if you're using a Unicode char that could be confused with a source code symbol (e.g. i and ℹ️, which renders in some fonts as a styled lowercase i without color). I'm sure it does the same on the long equals sign.
Any compiler will complain (usually these days with a decent error message) if someone somehow accidentally inserts an invalid Unicode character instead of typing ==.
Yeah, also a bunch of other details, and the whole plot is way more focused on the war in the movie. In the book it's more of a backdrop. You should give it a read, it's worth it :) I also like her other books!
I don't know the answer, but happy to see someone talking about this book. I feel like so many people know the movie and have no clue that it's based on the book, nor how much they changed it. I personally love the book and am happy to see it.
I believe publishers are responsible for sales, including what countries it's for sale in. It's not really up to the devs. Not in the games industry though, so could be wrong.
But a unique identifier in game doesn't actually enforce bans, because what's stopping someone from creating a new one? VS if you create a PSN account, you need some sort of verification (e.g. email address).
They could've done something similar with a non PSN login, though people would've probably still complained. And for them, it's not 3rd party because it's published by Sony IIRC, so it's actually an in house system.
I also don't own the game, but I just wanted to point out the reason in their argument isn't entirely invalid.
I assume they're talking about player names, not usernames - steam usernames are unique, but steam player names can be whatever you want and are often duplicates.
My "scrum leader" (who we handled agile just fine without before) is constantly complaining about points or priorities shifting, to the point that he'll tell us to not put what we're actually working on on the board because it'll mess up the burndown chart.
One of the 4 values of agile is "responding to change over following a plan". He's parroted this to us before, and yet still doesn't seem to see the irony.
FYI, Jenkins has an endpoint to validate the pipeline without running it, and there's a VSCode extension to do this without leaving the editor: https://www.jenkins.io/blog/2018/11/07/Validate-Jenkinsfile/