I'm not a particularly big fan of this one. I think there's a lot of particular issues to this pieces. I think the main ones are obviously, how many items are put, and the Rube Goldberg machine part. Put succinctly, the machine is just kind of boring to read through, especially as they expect the reader to remember all the moving parts from the previous bit, which I feel is unfair, considering they're not like, super memorable. Like, yeah, I can remember some, but not all and it kinda dilutes the experience, to have to either move back and forth or just skip remembering the items in the first place. I think in this sense, the names also fail cuz they're meant to imply something, the name + description combo, but then they're actually used for something so it all sort of loses cohesion.
The ending also falls flat cuz like, we already know what's up. The first half of the article talks about what this is all about, so the ending being 'yeah, that's exactly it' sort of makes the long winded machine feel… Pointless. I can't say I got much about that; the note at the end is cool, but like, I don't think it makes up for how many of the moving parts of the article I felt just didn't… Feel necessary. And one could argue that's the point, but I still had to read through them so yeah…
I also think the main issue here, at least conceptually, is that the concept of the DoA is the necessity to be mysterious about it, cuz the moment you explain the joke, there just isn't a lot to hold on onto. The DoA thrives on the inexplicable; that even to the mysterious agency that explain the unexplainable, they're a whole 'nother behemoth. By making this piece make sense, it just… It loses a lot of the charm that the DoA as a concept brings to the table. I don't think this is necessarily the crux of the issue, but on top of the ones mentioned earlier, it's just really hard to enjoy the piece as is.
I think this has the spirit of being a good DoA piece, but lacks a lot of the foundations necessary to make it tick correctly. -1