>> “artisanal” coders who value the experience of coding over the final product
I don't see "artisanal" as that. It may be more that they value the details rather than the experience of coding. They value the details of the final product. Details that most people will not care about. The details that are present in bespoke clothing but missing in fast fashion, the details that are present in a good restaurant's food but missing from a gas station food item.
But in the first phase of industrialization, the quality went up - exactly because we suddenly had specific measurements and tolerances.
The markets however did what they do best: optimize for profit. And the public markets preferred cheap over quality... At least in the consumer space. Objectively quality has significantly improved across the board with every decade. Just not in consumer goods, because of their consistent spending habits
So in my mind a craftsman is something akin to an artist. Whereas an engineer provides solutions.
Very little of it lasts for long. And if it does, it's legacy banking or some ossified terrible thing people are afraid to touch - not something revered.
Every piece of software today will be rewritten. By 2100 much of it will be dead and gone. Like punch cards that have rotted away.
Or there's this 87% number, but it's based on "no longer a legal way to buy it," not that it's not archived/preserved: https://gamehistory.org/87percent/
We don't have to count amateur projects but the commercial releases in the US is not the entirety of the gaming history. There are other countries with their own rich gaming histories and other platforms (e.g. browser, mobile) that don't get the same attention as American releases for PC or popular consoles.
I cannot play a single game from my childhood, they were early flash games "for girls" and they were not in English. Nobody archived those.
an engineer uses tools that represent the current state of the science, while a craftsman uses tools passed down as archaic art that require meticulous skill to use rather than repeatable math
The actual artisans don't need to advertise themselves as artisans, they just sell shit.
There are always exceptions, of course, and people that seek out crafted goods often want to climb over counters and into workshops .. but the crafting time tends to outweigh the selling time by a magnitude or two.
The true crossovers are the artisans that make crafting a performance and sell by making, eg: Lino Tagliapietra - https://www.youtube.com/watch?v=luU1mlCZc8U