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Comment by personjerry

17 hours ago

> There were plenty of interesting side-projects on the internet before AI.

This is a strawman.

The original point was "the economics ... have changed"

I read this as, it's much easier to spin up a project of this scale even non-monetized, and more people are able and willing to do so.

Yes, it's easier - but I'm not sure what that has to do with ads or asking for things beyond attention.

  • I think it's just that in the past, you would need X free time, Y motivation level, and Z skill level (partly tradeable for X and Y) to create something like this, and now all of those values are smaller. So it's 'economics' in the straightforward sense, because not everyone could afford to spend X hours on something they weren't going to monetize, and also in the sense of the incentives shaping people's productive/creative activity.

    (As for whether it's a good thing, I'm conflicted. It's cool to see more stuff like this, but if it crowds out the more intense passion projects, we lose something too.)

  • I believe that part serves to emphasize the main point.

    To elucidate for this particular example, before AI agents existed, projects with this level of data and depth might've needed to be monetized in order to justify the resources to bring it to life.

    Now that the barrier is much lower, the creator didn't mind spinning up and providing it with no monetization (e.g. no ads).

    • > before AI agents existed, projects with this level of data and depth might've needed to be monetized in order to justify the resources to bring it to life.

      Yes, this was exactly what I meant in OP.

The site was registered a month ago. If it ever actually gets and stays popular, see if it has no ads then. The economics of personal interest sites didn't change in the sense that they're any harder to make now compared to the mid-90s. The economics that changed is the Internet now has billions of users and attention being monetized can make you a lot richer now than then. It's very hard for people to see an opportunity to become a multi-millionaire by clicking a button but then not do it because they'd rather maintain a slightly better experience for their audience.

It's, of course, not even loading right now, which gets at the other problem with this "economics" framing. The biggest expense in running an actually popular website isn't creating and publishing the first version. It's paying for the infrastructure to serve a meaningful proportion of the entire world. This is clearly not a static site. It's presumably doing some computation on the server side to draw from all these hundreds of different probability distributions that works well enough for a few dozen simultaneous requests but not thousands. There might even be some kind of perverse anti-economics going on here where thought devoted upfront to efficiency and architecture might have made this far more scalable, but the "publish the first thing that passes a basic sanity check" vibe-slop ethos doesn't usually get you that.

  • Vibe slop? The structure of the site is quite solid, the UX decisions are spot on, the data looks good to me that knows little about this stuff, and it is entertaining and informative. This was not a one shot, a human out a lot of effort into this.

    Yeah it is imperfect and was maybe not ready for the HN front page hug. But I say, bravo to the person or team!

    • > the data looks good to me that knows little about this stuff

      I majored in history. I'd say the data is misleading. I drew a boy "In the Ganges Plain, 1411 BCE". According to the summed up data he had a 54% risk of dying of neonatal tetanus, sepsis or dysentery. Which isn't wrong as such, but it would probably have been better to sum it up with all the other diseases, parasites and infections that would be needed to reach the 54%. Like resporatory infections... "Other causes" is listed at 14%, I assume that malnutrition is part of this, but malnutrition would be the leading cause in the 4-8 year age group, and less so in others.

      The life stories themselves are over dramatic. Which isn't weird, considering you don't have a lot of source material dealing with the "boring" lives. Like if you think of Scandinavia in the VIKING ages you'll find a lot of research and data on the people who went viking. In reality 95% of the populations were farmers who didn't even see the coast in their lifetimes. Unless the AI is specifically tuned to value the few sources on everyday farmin in Scandinavia higher than the ones published on viking culture in general... Well.. I think you get it.

      That being said. Many people probably don't know that you could have 18 children at only see one of them grow to the age of 20 a few hundred years ago. So the data is accurate enough to be educational in my opinion.

      I do think the "typical marriage age" might be suffering from AI safe-guards. For most times I've tried it seems to land oddly close to 18. Which is unfortunately much higher than reality.

    • > the data looks good to me that knows little about this stuff

      Do you see the problem here?