I'm going to write a crappy poem because it just popped into my head. I'm not a forum troll, although I do post too much. I'm just a guy with time on his hands.
Let me say in advance that I really love the OSS community for its worldliness, its looseness, its nice people, and its pace.
But that doesn't mean I don't see the problem.
I came up with an analogy that makes the current problems with HF easy to understand for those who like video games.
In a nutshell, the current HF is like a βDried squd (Japanese traditional food) gameβ or βKusogeβ or incomplete "Minecraft".
"Dried squadβ is a mainly Japanese food that is hard and messy, but the more you chew it, the more the flavor seeps out and the tastier it gets. It has a certain number of lovers.
Think of all the games that have been popular over the past 40 years. They were mostly good at tutorials, level design, visuals, music, and above all, how to comfortably cripple the user. Or they were lucky to get a lot of users at the start.
It's not how free you make the game, but how you create a stress-free yet crippling situation that is important to attract consumers. Why do we need to attract consumers? Every model author wants feedback. For that, we need a population. There will be exceptions. Some people don't like the noise, and I don't either, but the absence of an audience is more of a problem.
Even in open-world games with a high degree of freedom, there is a tutorial and you are given a set of initial equipment that is weak but easy to understand. The first enemies look weak, and the battle background music is also kind of weak mood. Even when unknown enemies appear, hints are usually provided before they appear. The game is designed to keep you hooked.
There's not much you can do in stage 1 of Super Mario, right? That's actually the important thing.
The current HF is the exact opposite. It is designed to do as much as possible, and to avoid limiting use cases as much as possible. What happens as a result is that, analogous to an open world game, you are not given initial equipment and have to self-serve to find it. You are not even told what the clear conditions are. Or you need to get strategy information on an outside forum and then come here. Tutorials are either non-existent or the starting point is hard to find out how to look for them. The enemies (Spaces and Models, Datasets) you see wandering around are at first glance unrecognizable, and you can't tell if they are just mooks or demon kings. Who should you engage in combat with?
One of the worst game designs is that you can do everything but don't know what to do.
But if we reduce what we can do, the HF itself will lose its meaning.
If HF has a marketing guy (who thinks about and improves user demand and experience, not sales pitches), he maybe good to learn about the basics of game design, even if it's just on YouTube. In Japanese, the one by Sakurai, the creator of Smash Bros. is excellent.
If only people could understand that an HF UI designed to do just about anything is synonymous with not being able to do anything for an outsider.
The game balance can be adjusted later.
Doing anything is the flip side of the coin of not being able to do anything. Except for those with hackerish personalities.
Simple demos are more popular, right?
That said, give me a $20 personal Zero GPU space plan so I can build a community tool, and I can build a converter in a high performance space that doesn't have access to a GPU, but 10 spaces is too few for a permanent installation anyway, and the longer I stay at HF, the more inconvenient it becomes, How funny is that?
I don't mind if you strengthen the Enterpsise plan, but the custom of one person calling himself an organization is not in Japan, it's very uncomfortable. Is it a major practice in other countries?
Thanks.