I was thinking the same thing. The impact _why left on ruby is one of the things that make it such a unique language with interesting and weird projects like this. I love it.
This is great. It's nice to see an article from someone who doesn't "do" TDD, but also isn't ranting about how tests are useless. I personally use and prefer (test-first) TDD but still agree with all of the advice in this article.
If you just handle the client side part, you don't really need to learn any of it. If you do need to get into the server-side, Elixir/Phoenix seems like a great fit if you are doing real-time/concurrent stuff (websockets are dirt-simple). If you just need a persistent storage backend, RoR or Django will get you up and running quickly, and both are adding their own websocket support as well.
I don't think this wiki page is intended to show specific examples. But here's one I really like that isn't a typical MVC web app: https://www.youtube.com/watch?v=XHnuMjah6ps
The process he's using there falls in line with the higher-level experiences described on the wiki.
I like that it flips the usual look of bootstrap. Colors and sharp flats instead of grays and depth/shadows. It's not immediately obvious this is a bootstrap layout like with most.
Glossing over those things misses the entire point. Not worth posting without it. The videos mentioned in the parent comment get it so right. Highly recommended.
I had to stop reading when I got to the ridiculous header example. A poorly set up header hierarchy is used to show why the new way is more complicate? The new way is much more flexible when used properly. If it is too technical for some non-technical people, those aren't the people that should be writing HTML.
The fact that the new article and section elements can now have their own header hierarchy doesn't mean we should "use only one heading element (h1...)". The beauty isn't that we don't have to think about the hierarchy anymore but that now each distinct "document" on the page can have it's own h1-hn hierarchy.
I've actually found myself moving in the opposite direction of integrating the social media stuffs. Now I visit the sites if I want to check up on things or post something. Requires more effort but that keeps me from wasting too much time with it.
Using virtual currency that you can earn in-game, but also purchase with real money, seems like a great idea. The users don't feel like you're hiding the good stuff behind a paywall, but you still give them a way to pay for it if they want to. I like it and I'm glad to see it could actually work.