Preface
I can still remember the first time I needed event sourcing without knowing it. I’d trapped a handful of players in an elevator in an online multiplayer game. (It was text-based, and it was so long ago we had to share our keyboards with dinosaurs and remnants of the ice age.) My code naively set values on data in direct response to events (like angry players pushing a button). As a result, all it took was a couple of players hitting the button around the same time for them to be trapped in a void halfway between upstairs and downstairs.
At some point, many moons after that disaster, I came to the realization that everything is event-sourced. This new understanding brought me joy and returned some of the “awe of learning” to my job again. ...
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