Earlier quoted context omitted.
Setting aside incentives – because I think that's very fair to push back on, we should strive for better craft... I find Blow in particular a bit naive when it comes to the complexity of modern non-game software. Games are very complex, but Blow puts them on a pedestal separate from other software, as if a web backend can't be as complex. He calls software slow while simultaneously ignoring most of the functionality.…
Heh heh heh. In actuality, Jon Blow has plenty of experience with distributed and multi-user systems. I worked closely with him while we were developing TinyMUCK 2.x, and the MUF programming language, a stack-based, simplified Forth. In fact, Jon played a crucial role in the invention of the first MUF worm. We had just finished an extension to MUF that permitted triggering programs wherever a text string was expected…
That said, and this is coming from someone who (sadly) missed the era of computing you're describing, I think there's still a difference between dealing with a 64-256 player multiplayer system, and scaling a server application across dozens? thousands? of machines, across the world.
My limited research suggests that MUDs run almost exclusively on a single machine (?), or even just having a small number in one location drastically simplifies the problem space.