I liked the part in their log where they took apart an old hat to figure out how to make a new one and compared clothing to open-source software. It seems like the same philosophy behind everything they build. Being able to understand, repair, and recreate the things you depend on.
It's important to remember that factory-made clothes are not that old as a thing. And it's only been a few generations where nearly all clothing is expected to be factory-made (even though most factories are still humans quickly pumping out items), let alone carry brand names on them like you're a nascar.
And thinking of clothing as akin to open source software is fair. Before the industrial revolution, all clothing was hand-made, almost entirely at home or by a friend, or a tailor if you had money. From the end of the 18th century until pretty much the 1980s, sewing patterns were the paper version of open source software. Could be copied infinitely, forked and changed, traded and borrowed, or created from scratch if you knew what you were doing. Magazines included them to boost sales, just like how software magazines used to include pages of code you could try at home - no license needed.
Fabric stores were commonplace for a century or more, and big box stores reserved a huge amount of floor space for fabric sales up through the 90s. Patterns were trivially inexpensive, and picking your favorite material for the pattern was how you could personalize it.
i just reverse-engineered a beloved work shirt and even improved the fit. but that's time-consuming compared to just picking up some cheap top at walmart, really more of a luxury activity than anything these days, i'm aware.
Fabric shops are still a thing too, they're often hubs for local tailoring scenes. But they are shutting down one after the other, unfortunately.
That said, hand crafts like tailoring did get a resurgence during the panny-D, I hope it stays. The local Lidl here has affordable sowing machines for sale.
That's a useful way to evaluate this. A visualization shouldn't be judged by how impressive it looks, but by what it actually helps someone understand.
If the same explanation works regardless of whether the bicycle has 1, 7, or 21 gears, then the model probably hasn't understood what needs explaining.
So how is it now? Do they still play games or has it reduced? (Genuinely don't know the year on year market).
edit: I looked up some figures and the numbers had a brief dip in 2022 but are continually increasing since. So I would say, games are being played and rising still.
Of course and perfect example of that is the existential crisis of Hollywood. Video games aggressively outpace traditional cinema in revenue, cultural relevance, and audience time and Hollywood can't really do anything with that.
GTA V hit $1B in 3 days. GTA VI will be even bigger than that, probably the biggest entertainmant product launch ever.
I looked at gameplay, but it's not for me. I skipped around a bunch in a gameplay video, but no matter where I landed there was always someone talking and there wasn't any gameplay to speak of, just flying around randomly and then maybe shooting at stuff.