Thursday, September 17, 2026

Oversimplication

For a long time, the software industry turned against sophisticated power techniques like abstraction.

Partly because getting a little abstract is difficult for some people, but also because it slows down the number of lines they can grind. As an added bonus, it is a bit harder to debug.

People felt that rapidly churning out super simple, near-trivial, brute force code was the best approach.

Strangely, though, a great deal of the actual foundation of software rests on some pretty complex abstractions. Little of what is now possible with computers would be there or work properly if it didn’t. A lot of that code came from an age when people still cared about getting it correct. It’s not ‘legacy’, it’s ‘classic’.

As I watched these oversimplification trends take hold and gain strength, I was getting increasingly worried about the frailty of all of the software that we depend on. Everything is so buggy these days that it’s a wonder that anything works. A few decades back, people would dispute that claim and say it was crazy, but now it’s way worse and so obvious the tables have turned.

There are plenty of known problems out there where any and all attempts to brute-force some crude logic will fail. The scary part is that it may not ‘completely fail’. It may just look like it’s working, work some of the time, but then fail right in the middle of consequential moments.

Software has many essentially ‘physical’ boundaries. You can’t do anything to get past them; they are hard and fast limits. It’s also not particularly malleable, and certainly gets rapidly less malleable as the codebase grows. The crap at the bottom gets frozen there as more stuff gets piled on top. A digital form of gravity, I guess.

Any sort of ‘just jump in and pound it out’ philosophy is a recipe for failure. By the time you’ve clued into your most obvious mistakes, and there will be obvious mistakes, it is too late to go back and fix them. Then building on top of that shaky mess is doomed.

If the problem you are trying to solve is complicated, then any viable real solution to that problem is at least equally complicated. We’ll call this the equality rule.

Techniques like abstraction and generalization are the only means to take that unmanageable complexity and bring it down to a reasonable level where you can implement it correctly. All your other attempts to ‘hack through’ the issues are just a waste of time.

But some people are often so focused on trying to create the simplest solution possible that they end up ignoring the problem they are trying to solve. So, it’s disconnected. The solution is wonderful, but useless.

Instead, it’s way better to go grab a sheet of actual paper and start writing out any proposed solution first. Sketch some mechanics. Think of it as modelling clay, like what they use for car design. Then take that proposed solution and go back to properly explore the problem. If they don’t match up, go back to the design board. A sketch in time saves buckets of wasted coding. It’s orders of magnitude faster than coding up a bad solution, throwing it away, coding up another, throwing that away, ad nauseam.

Grungy coding habits like that are oddly okay for demos and quick prototypes, but it only works because the code is tiny. Scale screws with everything, and any code that is good enough will always grow. Maybe we should call that the destiny rule. If the code kinda works, then it is fated for continued expansion until it doesn’t work anymore.

The oddest part, though, is that the motivation to keep it simple is great. The thing should be as simple as possible; it’s just that any distance way over or way under that bar is exponentially worse. You need to hit the bar, and that bar is positioned by the equality rule.

If there is any sort of method to the madness, it is to start simple. But know immediately that it is too oversimplified. Bad design. Keep going back to the problem to figure out why it won’t work in specific situations. Put those complexities carefully back into the design. Iterate, over and over again.

If you think that might take too long, and you really don’t have decades to catch up with the state of the art, the shortcut is not to ignore the problem, but rather to jump out and do some reading on the state of the art. Leverage what other people have already figured out. Read a bit, learn a lot. Revise what you actually think simple really means. Know that if a kink in the problem space stumbles too close to a boundary, then find the best fit possible within your timeframe to actually address it, or at least carve out some space for it to be corrected later.

What you don’t want to do is hobble something together out of components you barely understand. While that keeps your code simple, what rests below explodes with overcomplexity.

It’s worth noting that the crazy balancing act necessary for modern software design is not something you can learn instantaneously. Because of this, the fastest way to gain knowledge is always mentoring. Get on a good project, work with good teams, and get someone who knows a bit to explain their rationale. Don’t be skeptical, at least not at first. Everyone is wrong, but some people are less wrong, thus closer to the knowledge you are seeking.

While it's tempting to believe that there is always a simple software solution for everything, it’s been proven incorrect so many times that it has become boring and forgotten, again and again. If you want to build software that really solves people’s problems for them, then that software has to really solve people’s problems for them. If their problems have become crazy complicated, then it’s obvious that anything simple will not even come close to fitting properly. I really should call ‘the equality rule’ a law or something...

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