Teaching gameplay without an overt tutorial is a difficult skill, maybe this dev can pull it off? It's hard to get into the "new player" headspace without feedback from actual playtesters.
After clicking through the first popups with the player's inner monologue, I fully expected some help text like "Use W S A D to move" to pop up.
I had no real reason for that expectation, except this is how several games I played in recent years handled it - which made me realize now, that explaining gameplay to new players is something that's actively evolving. There may not be a rulebook, but there are clear trends.
He did not pull it off. You can't click on things, there are no "you can't do this yet" signs if you get to the temple without a package, there is no "following your nose at the start leads to your first quest". Utterly inscrutable.
That's part of the charm, in my opinion. It encourages just trying things out and learning on the fly. With such low stakes, I think it was a great way to go.
At this point I think they very well do understand. Rocky times are ahead, TPTB know they're at risk if things get bad enough for the average denizen and they want to get in as much leverage against future dissidents as possible.
There's also a grammar validation tool in the default llama.cpp build, which is much easier to reason about for debugging grammars than having them bounce off the server.
You need to add tsmcs employees to the amd and nvidia counts since intel is a foundry. +82k puts it around equal.
Now intel isn’t doing as well on the chip design side as amd or nvidia nor as well on the fab side as tsmc but i suspect that’s on leadership thrashing constantly like it is more than anything else.