Or maybe he has an interesting theory he understands deeply, and think its valuable to show how this theory can give insight to the problem in question. Why be so cynical?
Surely the right lesson to take would be to try something like posting links several times? To paraphrase, even if success always comes from accident, there are always ways to make yourself more accident-prone.
Have you ever seen the way modern AAA video games are made? I have a feeling they are really the product of our time (large amounts of money, poor labour laws, etc), and we are not going to see anything of a similar scope before or after for a while at least.
There is a specific reason to say it: 98% of polish population belong to a single ethic group, and even of the remaining 2% the vast majority are what most people would consider to be "white". Non-white people tend to be very rare even in metropolitan areas (maybe to a lesser extent in Warsaw), and they are usually either students or high-income people moving to Poland for professional or relationship reasons. In general, Poland isn't a very tempting target for immigration.
This said, you can argue there is some systematic racism against the Roma or Ukrainians. But it's more based on culture and national identity, so its different than what an American would think of then hearing the term.
Are you sure about this? I've heard the quote applied specifically in the context of RAII, where he complained that there is no such thing as a generalized "resource", and that the same mechanism for handling memory access should not be used for file handles and texture maps. I don't have a link right now, but I'm pretty sure it was in his first "ideas for a programming language for games" video back in 2014. Seems to me like this range situation would be fairly analogous to that.
...Except that he did talk about all of his games almost from the get go? He showed earliest prototypes of Braid and Witness publicaly when the games were just blocky protypes, in the latter case good 7 years before the game came out. I don't know where you got this idea from, the way he is handling the development of the language seems to be pretty much an extension of how he develops his games.
I feel like this is an example of what Jonathan Blow calls a "Big Idea" or a "100% solution". His thesis is that when you make a feature of a language too abstract and usable in many different contexts, eventually there will be so many corner cases that the result will almost certainly be clunky and full of footguns.
He claims that language designers should aim for "80% solutions" instead, which cover most common usages but limit themselves enough to avoid complexity. This runs in contrast to a lot of commonly accepted language design wisdom.
Thank you a lot for your comment! I could tell from the tone of the article that the person writing it was clearly biased, but I didn't realize how far they have stretched their narrarive.
Actually, you are wrong (or maybe you just haven't made it clear, so I'll spell it out here). * * is not intended to stand for "kurwa mać", it stands for "jebać pis". Its a reference to a political comic strip from ages ago; it only picked up steam recently.
So I searched and I found that my library has a book with this exact title, but by a guy named Shyamalendu Kandar. I've read the introduction and the preface, and nothing suggests it has any direct influence or relation to the book you are describing. Maybe its just a coincidence, though it does seem slightly fishy.
FYI, a fusion between prolog and haskell already exists: its called mercury. Its a statically compiled language with decent performance characteristics (at least, in its category).