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> "We've just had our mitts on this one for a long time without passing it along," he says, "but that's not going to be a forever thing, obviously. It's only going to stay afloat as long as people keep it afloat, right?"

> "I think the game has actually gotten easier compared to what it was in 2006," Adams reasons. "It's not really the mechanics that matter so much, since a lot of the mechanics in DF are under the table. A lot of the updates don't matter either -- I mean, I spent a month on beekeeping, but you're not confronted with beekeeping, and you don't need to learn how to do it, but if you want to make wax crafts and honey, then it's an avenue you can explore."

Perhaps it's the language weenie in me, but I can't help but think they're doing this wrong. If you're going to work on something for 30 years (with the Moore's law that implies), wouldn't it make a heck of a lot of sense to use the highest-level language you can, start building up DSLs for specific things like crafts, and other strategies so you don't spend a month hacking on a sprawling C++ codebase just to add in beekeeping?




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