Respectfully, rants by niche celebrities are not something we should base our opinions on.
If you're a single dev making a game, by all means, do what you want.
If you work with me in a team, I expect a certain level of quality in the code you write that will get shipped as a part of the project I'm responsible for.
It should be structured, tested, malleable, navigable and understandable.
I feel like this is a knee jerk reaction to the hyperbole of the parent comment rather than the contents of the actual linked talks. I'm watching Jonathan Blow's talk linked above and your comment does not seem relevant to that. Jonathan's points so far seem very reasonable. Rather than arguing for 10000 lines of code it's arguing that there is such a thing as premature code split. Moving code into a separate method has potential drawbacks as well.
One suggested alternative is to split reusable code into a local lambda first and lift it into a separate code piece only once we need that code elsewhere. It seems to me that such approach would limit the complexity of the code graph that you need to keep in your head. (Then again, when I think about it maybe the idea isn't really that novel.)
>It should be structured, tested, malleable, navigable and understandable.
People have different thresholds for when their code reaches these states though, especially "understandable".
You can meaningfully define these (and test for them) on a small scale, in a team, but talking about all developers everywhere, these are all very loosely defined.
If you're a single dev making a game, by all means, do what you want.
If you work with me in a team, I expect a certain level of quality in the code you write that will get shipped as a part of the project I'm responsible for.
It should be structured, tested, malleable, navigable and understandable.