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I feel the same about Casey and his work, and like another commenter said, his simple, practical and honest approach to his work is refreshing in an era of languages, environments and tools that feel bloated, slow and ineffective (IMHO). > That being said the whole network idea, and the fetishisation of his particular coding philosophy was always cringe. And I agree with this too. The point of Handmade Hero to me was always to show that the complex software systems that you interact with can be understood despite their size and complexity, and that it's still possible (though perhaps in a lot of cases impractical) to recreate these from the ground up. Also that there's tremendous value in understanding how something works from first principles (see also Casey's 'How to Open a Black Box' lecture, link ). Having said that, while I feel it's important to aspire to some level of simplicity and solving-the-actual-problem that Casey's coding style embodies, it also feels like an approach that works best only when a) the number of people working on a single program is relatively small and b) the expertise is deep and so the need for abstractions is low or non-existent. With Casey's background in game tools it makes a lot of sense, but this approach doesn't seem like it scales up, and he's essentially the only contributor to Handmade Hero too. > It took him and his team 8 years of dedicated work to make The Witness, and it's just not a very technically impressive game. I'm a big fa