I would agree that, while reality-in-general has a surprising amount of detail, some systems still have substantially more detail than others, and this model applies more strongly to systems with more detail. I think of computer-based systems as being in a relatively-high-detail class.
I also think there are things you can choose to do when building a system to make it more durable, and so another way that systems vary is in how much up-front cost the creator paid to insulate the system against entropy. I think furniture has traditionally fallen into a high-durability category, as an item that consumers expect to be very long-lived...although I think modernity has eroded this tradition somewhat.
I would agree that, while reality-in-general has a surprising amount of detail, some systems still have substantially more detail than others, and this model applies more strongly to systems with more detail. I think of computer-based systems as being in a relatively-high-detail class.
I also think there are things you can choose to do when building a system to make it more durable, and so another way that systems vary is in how much up-front cost the creator paid to insulate the system against entropy. I think furniture has traditionally fallen into a high-durability category, as an item that consumers expect to be very long-lived...although I think modernity has eroded this tradition somewhat.