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Hah, that's a lot to digest there :)

I've already spent more time in this thread than I really should have, and I'm also sorta slightly burnt-out after spending the last few weeks putting together my first Redux workshop. My immediate priorities for the near future are trying to consolidate the PRs and issues we have for updating React-Redux to work with React 16.3+, and pushing forward on the "redux-starter-kit" package I put together.

That said, yeah, I _hate_ that we've had to spend so much time "defending" Redux rather than figuring out niftier things to do with it. I've seen a lot of interesting experiments in the community, but haven't had time to really go off and investigate or play with them further. (I don't even have enough time for all the blog posts I want to write :( )

At a minimum, Redux has been hugely instrumental in changing the minimum bar for debuggability and state tracing, but yes, I'd love to figure out ways to push the envelope somehow.




> That said, yeah, I _hate_ that we've had to spend so much time "defending" Redux rather than figuring out niftier things to do with it

Yup, everything popular goes through that. I like the MMORPG analogy. New MMO comes out, is popular, shiny, everyone's into it. Then the WoW communities move to it and request...DEMAND that it be changed to match their expectations. Game devs try super hard to catter to the WoW communities and fail. WoW players all quit. Game developers then either give up, or focus on the core player base that actually liked the game as designed originally. At that point the game either thrives and becomes the best it's ever been (with a much smaller user base), or it dies.

Ember is one of those I think: I don't like it, but everyone who hates Ember stopped using it long ago, and it's serving people who like it quite well. It's not shiny or sexy, but for them, it works very well.




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