I think the example could be better in this article. Let's say you have a function that takes a database id, an email address, and a name. They're all strings. If you pass arguments to this function and you mess up the order for some reason then the compiler has no idea. Hopefully your unit tests catch this but it won't be as obvious. Branded types solve this problem because you can't pass a name string as an argument that is expected to be an email address.
If you argue that this is not a common problem in practice, then I tend to agree. I haven't seen code with mixed up arguments very much, but when it does happen it can have bad consequences. IMO there is not a big cost to pay to have this extra safety. In TypeScript it's ugly, but in other languages that natively support this typing like Scala, Rust, Swift and Haskell, it works nicely.
Whether the term "vaporware" applies to SC is kind of subjective IMO. The server meshing feature has been advertised for a long time and it still hasn't been shipped. Though they did add object persistence a few patches ago which really changed the game for salvaging.
I bought the game based on what I see people doing in it already, and it was fun enough for me. That definitely won't be the case for everyone and I recognize that. So to me it's not vaporware and there are lots of other people still enjoying the game today.
There's quite a lot you can do in game and there are tons of ships with many different specializations (cargo, salvaging, mining, exploration, fighters, bombers, corvettes). Some need multiple players to crew effectively
PVE
- Cargo delivery missions (from small to large size)
- Bounty hunting (in space and on planet)
- Mining
- Salvaging
- Cave exploration/rescue
- Escaping from prison
Over the past two years I've played maybe 10-20 hours of SC. I paid $45 for the starter ship and then made some money moving boxes and doing bounties to upgrade my ship and then have enough to buy a bigger one. The game is pretty fun if you're used to MMO style grinding. The only problem is that during the past two years there have been many server state wipes so you lose everything except for the starter ship you purchased. On top of that there have been intermittent stability issues which would cause you to disconnect in the middle of doing something. It seems that it's become much more stable. So yeah, you're at minimum paying $45 for a game that's alpha, which is questionable value. My justification for this was that there isn't really any other game on the market that gives you the same experience. Starfield is releasing soon, but that's all single player, and I don't think it has space flight sim combat like SC does. Despite this, it's still a fun game with a lot of things to do, however it will not be everyone's cup of tea. Check out https://www.youtube.com/@CaptainBerks and https://www.youtube.com/@Morphologis for a better idea.
I really hope server meshing pans out, but I'm skeptical that RSI has the chops to pull it off. The number of objects in SC is huge and the world is seamless. This not something that's entirely new though. EVE Online has meshed servers for persistence of tens of thousands of concurrent players in a single universe successfully for decades now.