“The joy of sharing has been driven from me“
grumpygamer.com
grumpygamer.com
I've seen it on HN also. Someone creates a thing, and then people pour out of the woodwork to lump horrible criticism. No one is asking for blind praise for what they create, but surely there's a middle ground between blind praise and mob bullying?
This goes for both for and against, but against is usually easier. Famous examples include Dropbox (here), iPod (Slashdot), etc.
If your product is useful, there will be positive feedback. Haters gonna hate, that’s always been the case.
True, but Some open source communities are good candidates for "most entitled consumers".
> I've seen it on HN also I will ever remember the launch of Dropbox here: https://news.ycombinator.com/item?id=8863
Edit: Even the person who posted the top-ranked comment, with the more negative tone, ended their follow-up response with, "All of your feedback was well-thought-out and appreciated; I only hope that I was able to give you a sneak preview of some of the potential criticisms you may receive. Best of luck to you!".
A lot of people have the same critical opinion, only they didn't comment.
There's constructive criticism (the Dropbox thread) and unconstructive criticism (the Monkey Island thread).
I don't see "hey, your job is super easy" as constructive criticism. I see this as an inability to judge your own knowledge and the efforts of others.
But, yes, the tone is super polite.
Plus in both cases you can wait a while for reviews to come in.
Video games operate more like TV — with lots of filler that you don’t want but can put up with, and can’t really skip because there’s probably something notable interspersed (intentionally, to make it unskippable).
Honestly I’ve found that I can extract the vast majority of value from most single player games in a few hours (core mechanics and their interrelationships, anything interesting from the setting/world building/themes, aesthetic design, etc); some games can keep on trucking… but most of them are far longer than they are valuable.
I've seen entitled rants from gamers yelling at the developer while also publicly admitting that they pirated the game.
People pay money for clothes and food too and you don't see them posting thirty-minute screeds on YouTube about how they don't like the pattern of this shirt they just got.
Food screeds though are very different depending on gender. I've watched my husband be able to watch a streamer dissect "Mr beast" chocolate for 90 mins.
I just watch Instagram reviews, and they can get pretty mean spirited.
That $80 videogame can still feed (entertainment to) a family of four for months.
see: comedies whose only funny scenes/jokes are included in the trailer
I offer as a comparison the wireless providers with 60% corporate profits that everyone pays - with a job or without one.
(although I do dislike the psychological manipulation and personal-info gathering games that grown)
If $80 is a significant purchase, then there are many, many ways to reduce the cost or mitigate the risk. You can wait for a sale, wait for the initial reviews to come in, wait for a friend to buy it and try it at their house, etc. The way you're phrasing it sounds like the buyer is forced at gunpoint to buy an $80 game every month, after being forced at gunpoint to buy a console that costs hundreds of dollars or a gaming PC that costs thousands.
If someone I knew purchased expensive items and was unhappy with them, yet continued to make the same poor purchases and was continually unhappy, I'm not sure the purchaser is blameless.
The fact that people care about an insult or attack in a comment section of a random site they read about a game is what surprises me. What lives some people must live for this to be something that even registers as an annoyance.
I think I'll play through the first two parts with my children and if they're interesed I'll get this one as well.
I said this a while ago as well[1], but there's a strong bias towards people who are unhappy with $something (for any value of $something). If you think everything is just great then you don't actually all that much to say beyond "hey, looks great!" Sometimes you can expand that to a paragraph of two about what you like, but overall it's hard to write a substantive comment. But if you're not happy with something then it's much easier to write a paragraph or two about what you're unhappy with.
The real problem is that people like quick negative comments more than quick positive ones.
Huge amount of tribalism too, over which platform they 'support', they believe just because they use a particular service then they can expect all sorts of demands on it, rather than just casually playing whatever game they want on whatever platform they like.
The difference with video games is that developers themselves build parasocial communities for their games. Playtesting and marketing are so interlinked.
Recently I feel like there's a large performative element to it as well. Like virtue signaling but without the virtue. I guess its just one incarnation of in crowd bullying. Hipsterism and the like, but this current incarnation has a lot more anger to it.
People that play more frequently I think have higher expectations because they are so tapped in they know what's new and what's old but it takes so much effort to create a novel experience that game designers have created a kind of red queen race for themselves.
This isn't too say there aren't pointed critiques that can be made of the industry that mainly relate to profit seeking behavior (gambling, excessive grinding, lack of variety, etc) but it would be good if gamers could back off the intensity to these more important areas.
Have you ever seen older people on the Internet? Those that are too old to be "digital native" and to have learned proper internet etiquette? They can be as psychopathic as any angry 13yo redditor.
Replace "gamers" with "book readers" and it should become obvious why this is not an insightful comment, but rather an expression of some kind of existential angst mixed with outdated stereotypes. Gamers ceased being a distinct consumer group when the medium of games went mainstream and ceased to heave anything resembling a coherent subculture.
From my personal experiences absolutely there is a group of people you could reasonably call "Gamers" and performing dramatic consumer entitlement is definitely part of their culture!
How do you know if someone posting a random nasty comment on the internet is a "Gamer"? How do you know if someone posting a nice comment is not?
You're projecting identity on people and then project attributes onto that identity. Most likely you're unconsciously selecting who to project the identity onto based on the same attributes. This creates a feedback loop. This is literally how stereotypes are constructed and reinforced.
What is weird about saying that? I'm very entitled book reader. And if the rest of book readers were as entitled as me many supposed literary geniuses would sell 5 copies before the word got out how pointless and horrible their creation is.
Working incredibly hard to build a product served to a group of people that are often hurtful emotionally stunted man-children is just a deeply demoralizing experience.
Obviously, many gamers aren't like that. But a fucking whole lot of them are, and they are extremely vocal, and it doesn't take many of them to suck the joy out of the job.
Imagine a bar where every time you walked in the door a half dozen dudes invariably turned around on their barstools and told you your clothes look like shit, your face is disgusting, you hair style is stupid, you smell like trash and, you should just fucking kill yourself now. How often would you want to go there?
Unfortunately, I think games themselves often encourage this mentality. Most games are about making the player feel empowered inside a virtual universe that exists purely for their own exploitation and satisfaction. The whole point of playing games is to get an escape from the consequences of our actions.
People that are strongly drawn to that or spend too much time in that mindset are basically training themselves for a toxic mindset when it comes to interacting with actual humans.
I think a lot about this talk by Max Kreminski: https://www.youtube.com/watch?v=TvlZinAvpwg
In there, if I remember right, he refers to many games as "entitlement simulators", which is a profound truth.
Replace the word 'bar' with 'school' and this sounds like a write-up of my much of my pre-university experience.
Even decent school experiences are, by the standards of the adult world, crazy-bad.
How many people have anxiety-nightmares for a decade or more after graduating high school? How many unavoidable experiences in life so consistently generate that kind of thing? How many develop sleep disorders in school, that follow them for life? Depression? They're really, really bad.
I had a quite good school experience and that ~6-year span is still, as I approach 40, far and away the worst part of my life. It's not even close. Nothing else half that bad has lasted even one year, let alone six.
> Even decent school experiences are, by the standards of the adult world, crazy-bad.
Why is that? What is different about US schools?
I (nor my spouse) have any experience with US mid & high school but I hear things like this so I worry, having a young child now in the US, still many years away from high school.
In contrast, I can't think of anything bad about my (non-US) high school days. As a math geek I certainly wasn't in any hip group, but everyone was nice and it was a good experience. Now 30+ years later we're all still in touch and have reunions and meet whenever paths cross and remember those days fondly.
- Intense workload. We consider it bad when a job takes more than 8 hours a day from you. Schools routinely take 10 or more (math classes were the main culprit, at least in my case). Hope you don't have any other plans... oh look, many kids do, so now they're in actual hell.
- To add to the above: super-strict and rapid turnaround expectations on work. You cannot put something off until tomorrow because you're feeling really bad today—it was only assigned today, sure, but it's due tomorrow. Some stuff had longer timelines, but many things were the due-within-24-hours sort (again, largely math's fault, at least in my case)
- Bizarre mind games where people tell you insane stuff like "enjoy this, these are the best years of your life" and "you think this is bad, just wait until you're in the real world! This is just trying to get you ready for the expectations of adult life!" Like, I've not only worked cushy high-paid white-collar jobs, and I've never worked in an environment remotely as bad as school grades 7-12, nor with those kinds of strict expectations, nor with such inhumane treatment. When a workplace is consistently close to as bad as school, it's news (Amazon warehouses).
- Jail-like conditions. Need to stretch? Need a quick stroll for your legs? Need to take a piss? Beg the boss and hope they're in a good mood. Granted, some workplaces are like this too (again: Amazon warehouses), but most of those at least give you a couple 15-minute breaks in addition to your lunch (passing periods don't count, they're typically only 5 minutes and you'll spend most of that grabbing your stuff and getting from A to B)
- Sitting in classes all day is about as bad and mentally/physically exhausting as sitting in meetings all day, for similar reasons. Ask most people how they feel after a full day of meetings. Expand that to a whole week. Expand that whole week to 6 damn years. Yikes.
All of that is purely about the schools themselves, setting aside their strong tendency to foster awful, abusive, bullying dynamics that students cannot escape, both among students and staff. Or problems with school start times and teen sleep patterns (shit, as an adult I've rarely needed to wake up at 6:50 for anything, and if I did and I hated it I'd at least have some realistic hope of finding a way to change that pretty quickly)
I think all that makes it survivable (and I mean that literally) are the Summers and multiple long holiday breaks. When school's in session, it is brutal like few other involuntary (or de facto involuntary) activities are.
[EDIT] OH! And crazy-high expectations of self-organization and perfectionism. Here in the "real world", honest mistakes are taken in stride and my schedule and work-tracking are much simpler, plus I have a ton of support on those things. Even college tends to be far more lenient on those things than high school.
Again, I had a pretty damn good school experience, as those go, and my school wasn't one of those high-pressure ones you hear about in SV or wherever, and it was still terrible in these ways.
I've met homeschooled kids. They are fine. A cousin was Waldorf schooled from K through 12. He's turned out great.
And what you describe is the better schools.
The bad schools are even worse. And the really really bad schools are even worse. People who live near them and can manage either move, or scrape the money to send the kids to Catholic or private schools.
My school days were shorter at 6 hours, although if one wanted to do any of the extracurricular clubs you'd end up hanging out at school 1-3 hours afterwards. Most kids did, but it was optional.
Between this + homework and the stress in the last year to get in the grande école I wanted lest I miss my one shot at it, it was the second most grueling work schedule I've had. The only time I worked longer hours was when I worked for a tiny Japanese company and we slept at the company in order to meet a project deadline (the contract we had with our customer meant we had to meet the deadline but it didn't matter if it was a buggy mess since bug fixing came after).
Workload is low. You don’t have much courses. The material is easy. I was an awkward teenager but all in all people were pretty nice. I don’t really have a complaint about high school.
Prépa was annoying however but mostly for the pointlessness of it all. Looking back I probably should have left to do something else after the first year but I can’t deny it was a good choice for my career.
So, I guess it's not the workload so much as the butt-in-chair, long hours always being in the same place. Similar to being in Japan actually, low productivity, but long long hours... I also had a lot of stress/anxiety in making sure I get admitted to the school I wanted so I did a lot of busy work to make sure my grades were perfect above and beyond just learning and understanding the materials. In retrospect, it was overkill and pretty much un-needed.
I was beat to the ground several times a month all of high school - often by 3 or 4 people. I took care of my friend after having been stabbed at a party. 2 of my friends were killed before I graduated. I’ve been shot at and had guns pulled on me “for fun”.
The education was terrible as well, but I don’t blame the teachers or staff. They were doing the best they could.
I think the difference as far as how the problems might be addressed, is that ordinary schools are bad in ways that are basically on purpose, while the worst US schools are bad largely due to catastrophic society-wide failures that aren't really the school's fault, and hardly within their ability to even begin to fix.
Might be tangential to your point and that of the parent poster, but the threat of gun violence in US schools for a start.
Either you spend money on private schools if you can find one without the same pathologies as the public school or you have to give up one income in the family. Not everyone can afford to do that although it's easier than some people think. Public school is mostly subsidized child care for many so it's not easily changed and getting enough public funds to employ enough qualified people to reduce the worst pathologies to a manageable level is pretty expensive.
(I know, I know, I could find them with more effort. But really, why bother?)
A teacher in my senior year said something about how some students have the time of their life in high school, while others turn the page after graduating and never look back. Despite being an obvious thought, it kind of blew my mind at the time. The idea that I could choose to have a completely different life as soon as the school year finished filled me with all sorts of positive thoughts. Unsurprisingly I loved college and the newfound freedom I had to make more decisions about my life.
I guess the takeaway I have is that high school sucks more than it needs to for many students, and reminding kids struggling through it that things can get much better afterwards can be emotionally helpful.
Not sure if entitled is the right word as a lot were power fantasies that focused on rising stats and increasing combat abilities, rather than strictly speaking titles. The pursuit of more flowing rewards naturally drags the player into a position which looks like entitlement.
Morrowind did it better than the later open world games, you had to level up a lot to access dangerous areas that could kill you. The dumbing down and excessive ease in games had been commented on since the original prince of persia.
The games community acts like a bucket of crabs, pulling down anything above it and ripping it apart to feed. The greed for more digital nurturance is exactly why the industry is profitable and getting the drug just right is an art. But the greed is also what drives the crabby trash talk.
Chalking this up to modern games not having enough grinding honestly feels like exactly that kind of crab mentality itself.
Hope my post didn't come across that way. Morrowind's storyline and side-quests didn't feel grindy and learning how to break the system and level up quicker was part of the fun back then, before internet guides were a normal way to break the meta.
Skill has gotten really 'unpleasant', there's a lot of first person shooters that have features that require a lot of unnecessary discernment. Recoil that doesn't act the way it should, wikis full of extra item knowledge needed, dual monitor just for maps, hyper-precise timing and firing. A whole raft of "unfixed bugs" left in the game that you have to know. It's not so fun to be skillful at a game.
Getting through Prince of Persia in one go without resetting feels heroic. Killing some random guy in an fps because he didn't understand the recoil mechanics and getting a bunch of loot is just abusive.
I can understand people wanting skill and difficulty that feels good and willfully accomplished against the odds.
Any time you run any kind of business, whether it's retail or video game production, your most vocal feedback will be negative. People are 10x more likely to complain about a bad experience than rave about a good experience. Social media just makes it easier to amplify the negative feedback, since it's far more likely to go viral. Add to that the fact that people can get clout and even earn their own following from doing entertaining takedowns of bad games and you get an adversarial attention economy that people pick up on. You really have to develop a thick skin and roll with the punches.
But I know Minecraft because my children play this game. To understand the game dynamics, I played Minecraft for a few days and watched Youtube videos and consumed other contents about the game. I am sure I don't know many subtleties and the Minecraft subculture, but this is not neccessary to understand what "entitlement simulator" means:
I watched how my son casually killed a villager's llama then did not even pick up the remains.
I asked him why he killed that animal in the game. It seemed to belong to someone!
He was genuinely surprised by my question.
Now I understand why he killed the llama. He had power. He had entitlement. He did it just because he could. Minecraft gave him freedom.
I need to understand this because I don't want this attitude near me in real life. Luckily my son seems to know the difference between the game world and real life.
But, wow, was I very surprised by the callousness of that action!!
Here's a massive collection of examples:
https://tvtropes.org/pmwiki/pmwiki.php/Main/VideogameCruelty...
https://tvtropes.org/pmwiki/pmwiki.php/Main/VideoGamePervers...
https://tvtropes.org/pmwiki/pmwiki.php/Main/WhatTheHellPlaye...
And also a massive list of positive examples:
https://tvtropes.org/pmwiki/pmwiki.php/Main/VideoGameCaringP...
https://tvtropes.org/pmwiki/pmwiki.php/Main/VideoGameCruelty...
> know the difference between the game world and real life
This is the norm. As far as I know, all attempts to prove otherwise have failed.
When a video game presents you with a verb, a possible action you can perform, in this case to cause damage to what's in front of you, of course players will experiment what happens when they use that verb on pretty much everything.
Do you also experience moral panic when you erase a pencil drawing of a llama? That's what your son did. He erased a symbolic representation from the virtual canvas of his Minecraft world.
The callousness is not against the animal. The callousness is against an uncaring mathematical system he wants to get through and towards his own goals.
He doesn't see llamas in the real world as a mathematical abstraction, nor does he see human ownership of animals as arbitrary developer code.
In other words, these are only pixels on a screen and these affect me in a different way than a real llama does.
My other son tried to push his brother from the stool in the kitchen because he wanted to take that place. Is this entitled?
Most children start out feeling entitled. Learning that the world doesn't exist for their benefit is something that is learned. Even games teach you the concept. The game doesn't care about your goals and won't modify it's rules just so you can reach those goals. You learn while playing the game that there is a system there you need to work within. You can learn to exploit that system to reach your goals but the system itself won't modify itself to meet your goals. Games don't teach entitlement they teach you how to understand and adapt to a specific system to reach your goals.
It’s real and it’s every gay bar
When I started playing Heroes of the Storm (MOBA) I though... "This is stupid, why would I play a game where I'm loosing roughly half of the time regardless of what I do? I'm playing games to experience how winning feels not this bs."
Somehow I learned to enjoy HotS, but I still think that single player games that simulate the process of going from loosing, through learning and development to winning to getting stupidely overpowered are the essence of gaming. Initial losses are necessary, so I hate games that initially let you win for too long. But the last stage where you are actually winning nearly always is also very crucial for the full enjoyment.
I wouldn't say escaping from consequence is the point unless you mean consequences of real world that are punishing you hard for even trying to achieve something.
In many ways, the work of a critic is easy. We risk very little, yet enjoy a position over those who offer up their work and their selves to our judgment. We thrive on negative criticism, which is fun to write and to read. But the bitter truth we critics must face, is that in the grand scheme of things, the average piece of junk is probably more meaningful than our criticism designating it so...
The industry is filled with people who are entitled, the idea that game devs and publishers aren't entitled when they've been stealing PC games for 30+ years since 1997 beginning with ultima online (MMO's were the industries bid to undermine the PC game market and back end every big budget AAA title, we got steam six years after UO, lineage in 98, everquest in 99, etc).
That means every mmo would have been a regular PC RPG with level editor + multiplayer embedded in the exe like every PC game during the 90's and early 2000's before they figured out the average gamer was a computer illiterate moron.
Windows 10/11 and TPM proves the average game developer has it good, microsoft is finally killing piracy and removing ownership of PC's with the help of intel and AMD over the next 20 years, so just remember, in Microsofts, intels and the game industries new hardware drm world, you will not have access to your games, you will be able to be banned from games you ostensibly "own" because the game industry has been engaging in industrial scale game theft and fraud by selling you incomplete software applications VS quake 1-3, warcraft 1-3, diablo 1-2, in the 90's.
The entire tech industry desperately wanted to take us back to mainframe computing of the 60's where software and hardware vendors own your PC and you have no control over it.
So gamers don't measure up into the giant ego's of game devs and publishers who literally lied to the public so they could kill the PC and jack up game prices and remove basic features like multiplayer.
Google the list of all the games who've had their multiplayer shut down, that is only possible because the games are coded fraudulently to begin with, where as the 90's games mostly all still work just fine if you want to play them lan or over the internet because they were honestly coded local exe's.
Non-gamers may not understand the difference between a pay-to-win mobile game, and a story-driven RPG action PC game. They're both called "games", but they're in fact different products with different experience. Many of the game companies that made a name with "proper" games are now using the same franchises to create low budget cash grabs.
I think gamers are just asking for companies to stop destroying existing franchises in the name of making more money, and often in the name of some ideology. If we say, well that is their right, it's their IP, then gamers also have a right to express their feelings on the matter.
I don't understand this complaint. Just don't preorder games, and don't buy games before reviews drop.
People have expectations when companies announce a sequel to something they have already invested in before. That's where the most bait and switch takes place. Companies use the nostalgia as marketing and then blame their core audience, that has contributed to growth of the franchise since the beginning, when it doesn't do as well.
I don't think I've seen a new IP get this criticism. It's usually previously established IPs, and sometimes they're old IP's from decades ago being resurrected because of their initial success, yet they change it up as if that initial success never mattered.
It's spelled out in the HN guidelines; if you see violations, then downvote/flag.
In 2015, a new guideline was added; it's still right at the end:
"When something isn't good, you needn't pretend that it is, but don't be gratuitously negative. "
But in the end, the good things stand out. The reason the CD-i Zelda games are not remembered fondly is not really because of the art style, that's just an easy way to rip on them.
But here we have someone who posted something on his own site, and not only allowed comments, but cleary was reading them, and people just attacked him.
It's sad.
I think a very loud minority likes Wind Waker, but sales show something a bit different.
[0] 21.4M units sold
[1] Even lower, only 13.5M units
[2] 101.6M units
year platform title sales
2002 GC Wind Waker 4,430,000
2013 Wii U The Wind Waker HD 2,310,000
2006 Wii/GC Twilight Princess 8,850,000
2016 Wii U Twilight Princess HD 1,130,000
Twilight princess is still more popular if you look at sales.
If Twilight Princess is so much more popular, why did its HD remake sell less than half of Wind Waker's?
It looks like people are trying to say the Zelda Effect is something it's not.
Wind Waker isn't more beloved then any other. In fact at best, it's par for the course. However, most fans prefer a more realistic Link, it's clear from looking at extended media like fanart, smash brother( toon link is a different character), even many Nintendo developers say the same in interviews.
The Zelda Effect isnt a thing.
Makes me wonder if Twilight Princess was more his push than the widely-assumed theory that its direction was "for the fans" still disappointed from Spaceworld 2000.
[0] https://kotaku.com/the-legend-of-zelda-wind-waker-graphics-s...
It wasn't as much about change as it was what exactly changed. There seems to be a trend in many games where certain design aspects suck as choosing brighter colors, or a more cartoons style will bring people comparing your game to a mobile game (also happened to a lesser extent with CK3 and certain total war games). While technically Civ6 runs on mobile, it's very much an outlier as far as mobile games go, I wish more mobile ames we're that good.
But ironically, I feel the opposite way about the Pokemon franchise, which has gone through a similar progression, with a change in art style towards a more slick art style along with a barrage of new game mechanics that I personally didn't really care so much for.
I think that ultimately people just want to consume more content that is similar to what they are already used to. It's why, I also think, bands w/ distinctly recognizable style like the Red Hot Chili Peppers did so well. The vitriol does seem completely unnecessary, though, I agree.
Oh, that's easy. It's reminiscent of free Flash games popular a couple decades ago. Vector graphics are somewhat less common in games these days, so my first impression was that the art style looked a bit cheap and dated.
I guess there could be an argument against playing too many games as a kid hiding in there.
Personally, I like it, but then, the only art style I've disliked of any Monkey Island games are the two Special Edition remakes.
It's one thing to know that someone on the internet dislikes you. It's another to see someone do it within earshot at your favourite pub.
People on the internet make the sort of quips you'd never make within slapping distance of the subject. They do it where the subject hangs out.
If I walk up to Big Bad John, and call him a rude name, he will knock my teeth out.
That's called "immediate negative feedback." Consequence immediately follows action.
On the Internet (although this kind of thing predates the Internet. The Internet just commoditized it), this negative feedback loop is removed. The response is just more bad words, and a good troll learns to actually savor this type of response (I know of what I speak. I was once ... not so well-behaved ... on the Internet –even pre-WWW).
Positive feedback is treated as "weak," or "syrupy" (to be fair, a lot of it is like Cute Overload[0]), and folks who try to remain positive are usually relentlessly attacked. I know of this, because I try to remain positive, and not "go there," when confronted by negativity. I assume I come across as "Snotty"[1].
Better than the alternative; believe you me...
When I hear people defending extreme hate jockeys, they always say "[S]He's just saying what everyone is thinking."
There's a reason that we don't say everything we think.
[0] https://twitter.com/cuteoverload?lang=en
[1] https://www.youtube.com/watch?v=pP_gV2cWntg (James Hong's greatest role).
Big Bad John is a strawman, because if Big Bad John was abusing his children or beating his wife, I wouldn't confront him either. I'd call the police. It doesn't reflect at all the legitimacy or illegitimacy of the criticism.
Also, we should probably get over that pretense that anonymity ends brutal criticism. Plenty of people are happy to sign pretty brutal criticism, or even to make a brand out of it.
The thing that it's easy to do is to attack "haters" or "cynics" because they don't really exist. They're what happens when people define other people's motivations by the effect on them personally. Somebody hates me? They're a "hater." Somebody says that something I think will work will definitely not work? They're a "cynic" that doesn't believe anything can improve and hate people who have retained the ability to dream.
The same people leaving comments on this game encouraging the designers to kill themselves will agree completely with this reasoning, because it has very little content.
So ... besides telling me what's wrong with what I said, I don't see much positive stuff, there, so I assume that what I said is completely worthless, since I was basically saying "I've tried negative, so now, I try positive." I didn't even phrase it in a way that tells others to do it (I've learned to avoid "you" a lot).
That's OK. I'll keep doing it, anyway. I'm stupid, that way.
BTW: I know a whole bunch of folks, IRL, that have ... let's say ... a checkered past ... Probably not ones I'd want to walk up and insult, but hey, if that's what you want to do, for kicks, knock yourself out. Nah ... scratch that. It will likely be done for you (but maybe not. Their "checkers" are in the past. That's kind of the point of it all) ...
It's been a great help, in managing my mouth (and Lord knows, I need all the help I can get, in that department).
If you are US-based, have a great long weekend. Dogs hate this weekend.
Now, there is something about the animation style that made me think "oh, this feels kind of cheap". Something in the loose-limbed and kind of weightless movement of the characters. I had to think about it for a while, then I realized it felt like the character animations in the "Fallout Shelter" mobile game (https://www.youtube.com/watch?v=lhOM8dGuHgM) and I guess the association with a microtransaction-based mobile game made me think "cheap".
But I'm an adult, so I don't go and tell the creator he should kill himself just because my brain made this weird connection. Criticism is valid and important, but I think too many people watched those stupid AVGN videos in their formative years and got a warped view of what criticism should look like.
That said, most of the time it is better to not interact with the customer until you are certain it is the right time. Transparency seems like more of a liability than anything here.
I strongly prefer the stealth mode development pattern, assuming you do have a clear & consistent vision relative to your market & customers. A lot of human feedback is bullshit, so avoid it until you actually need it. Most people don't know what they like until they are 20 hours deep into it. Don't give them time to build up ridiculous expectations relative to your product.
Think about the way EA games launched Apex Legends. I would prefer if every game studio went down that path.
There are customers who are most definitely not right. The kind that cheat in online games, lie about it, dox you when you catch them. The kind of customer that tries to break into your systems or DDOS you. The kind that try to steal from you and your partners, or that harass other players, or that post pornography to your forums. The kind that make bots or thousands of fake accounts. The kind that build phishing sites and steal other customers' credentials, empty out their wallets and sell all of their assets.
It's a small proportion of customers that do this, but that's still a large enough number that it's a big deal. (Kindly don't respond, "Well, all you have to do is put technical measures in place to prevent all of this." You need to have been in the trenches dealing with them before you can have a valid opinion on mitigations).
The customer is not always right.
This is a very bold assumption. Do you want to try some nuance here?
I have a fair amount of experience dealing with the type of customer who is not great, and who would be great to get rid of. A net positive for everyone, if it were possible.
Most customers are great. Some are not. Some are essentially (or demonstrably) criminals. At scale, it's a huge problem and very difficult to solve. The platitude "the customer is always right" is a fine principle until you need to deal with the real world of fraud, criminal activity and harassment.
I haven't "owned" a game in like 10 years since I stopped buying CDs/physical media. All my games are digital, and I don't think you can really "own" software.
That being said, I subscribe what Ron and many people here said. If you don't like it, don't buy it. There's no need for all vitriol. I will buy it the same, since for me Monkey Island was always about much more than the graphics.
On top of everything, this is the actual _creator_ of all the games and stories' vision. It's not like it's some knock-off copy or money-grabbing reboot. If this is how he imagined the new Monkey Island we should at least be happy there's another one!
If there's one thing I'm looking forward to with this new MI, it's the updated theme tune, which sounds glorious. It WILL be my ringtone again!
(For what it's worth, I remember Curse causing some controversy when it came out, because of that shift to the toon style from the original pixel aesthetic.)
We don't have much details yet on how exactly it fits into the canon as the game isn't out yet, but Ron has kept pointing out that Return isn't "MI3a" like he originally grumped an idea about, but a post-Tales Monkey Island game in just about all senses.
Given Murray's involvement in the trailers to date, I think comparing the art style to Curse is more accurate, personally, and I think there's a loving conversation there. I like what I've seen of the art style so far. (But also I like Double Fine's "house style" and this clearly has DNA ties to that, too.)
Nothing wrong with a preference but online everyone bikesheds this. I heard endless complaints about Wind Waker cel shaded graphics and that was one of peoples most favorite thing about the game.
Sometimes I wonder how a site can disable or discourage bikeshedding in their comment section. It's probably impossible or needs so little traffic a moderator can handle it (1K comment per second is impossible)
Having said that, it seems a little childish to me that Ron just shut down the haters. I think that there might be a bit of his ego attached to the outcome versus the process. I can only speculate that perhaps he wanted recognition and adulation for this bold choice and was hurt when feedback didn’t match expectations.
Sure people might be rude about it, but it seems that there is clearly a market for the retro pixelated aesthetic, so why not give people what they want if his goal is to satisfy the fan base and continue the story? I have no doubt the story, set, characters and jokes will be great. I guess the comment asking for Ron to do a Sonic might have been too on the nose for him.
I think that any creator has to reconcile that if they create for others, their art becomes something more than just theirs, like a sort of reflexive co-creation.
Seems to me the best artists understand this while not letting it stifle their creativity.
Maybe, but there are too many comments for a flat page like that to be useful anyway (other than the first 50 or so comments.) Nothing of value was lost.
In any communication, regardless of the medium of transmission, a positive reaction on the part of the recipient of the message is not guaranteed.
He left behind the critical comments that were otherwise polite.
I think you are wrong. The assumption that he is reacting to the tone is correct. He explicitly said that he is closing comments due to personal attacks.
I guess I am the target nostalgia demographic though; 70s latchkey kid. I fully intend to play this with my kids and enjoy the shit out of it.
By contrast, Return seems to have a lot of detail -- it's just expressed through a blocky, almost papercraft aesthetic. The level of specificity and caricature it's showing is honestly pretty opposed to the general goals of the "corporate" style.
(None of this is to say there's anything wrong with not liking Return's art style, of course. Taste is subjective, etc etc. I just feel it's a poor comparison.)
I think the style is "ugly", but that could work well--especially in a game about pirates.
The problem is that the backgrounds and animation look "cheap phone game". And that's not going to make people happy.
The worst part is that I suspect that this is intentional--and that's what is REALLY pissing both sides off. Ron Gilbert probably wants this to be playable on lower end tablets and phones since phone revenue generally dwarfs PC revenue--so getting called out on this is not going to go over well. By the same token, the rabid fanbase is PC centric and is looking at a game that sure looks like it has made significant compromises for phones--they're going to be more than a bit upset about that.
To top it off, Gilbert is used to getting nothing but positive reception and now is getting slammed. Furthermore, the project is too far along to actually do anything that might be able to mitigate the criticism. Whoops.
Monkey Island is a very old game with lots of fans which was previously renowned for highly detailed art. People don't enjoy the corporate memphis skewed proportions of this new style, simple as.
Personal attacks are always wrong.
I see this as exhibit #1 "why we need diversity". Let us hope to see a day when it will be so common for a game to have characters in any variety of races, cultures, and genders that no one would call it leftist bs.
1. People like to VENT. Some people are going to post nasty stuff even though they would normally act different in person.
2. Can you turn the nasty things into something positive? People vent because they are annoyed, or angry, or confused about something. Can that be fixed? Can that be improved? There may be a legitimate issue that could be improved even though they are not expressing themselves positively.
3. People vent because they care. They are invested enough in your software that they would like to see change.
4. For every person venting, there are probably 10x that are happy but just aren't commenting. Sometimes it seems that everybody is just unhappy, but really it's just the vocal minority.
5. Some people just need to be ignored.Our social structures and social instincts are made for small groups of people in a tribe, distrusting outsiders. The Internet can be great for humanity, but we're 200 years away from learning how to use it correctly.
I sometimes end up on Steam and the like when I search for "some-game pass level-I-find-difficult", or "some-game Linux". Almost every single thread I've seen there starts with someone asking a fairly reasonable question ("I'm having trouble with X, any tips?", "Are the developers planning to release this game on Linux? Thanks!") and quickly devolving in to a complete shitshow ("you're a lazy fake gamer if you can't pass X, it's so easy!", "lol Linux only for autistic nerds").
To say I'm not a fan of the "gamer community" is an understatement. I'm sure the majority of people who play games are nice folks, but the online spaces are dominates by obnoxious loudmouths more than any other community I've seen.
Now, I have to admit I'm also not wildly impressed by the art style of the new MI game, but you know, it's Ron's game; I can take it or leave it... (and since I'm fairly sure the writing will be as good as the earlier games I don't even mind all that much, as long as it doesn't have the horrendous controls from the 4th and 5th games I'll be happy, furthermore, I'd rather people try something new instead of merely regurgitating what was done 30 years ago, even if I'm personally not a huge fan of it).
Will he realize his mistaken then or will he continue to blame the customer?
The question here is: "Is this a really innovative graphical design that will get praised by future generations but is misunderstood now" or "Is this just a bad decision that the creator is unwilling to own". I tend to think it's the latter. Ultimately the sales will tell.
Obviously I'm not defending the minority of insane comments made my mentally unwell people, but it does feel to me that the rage-quit was prompted more by the general negative sentiment people expressed about the looks of the game rather than by the personal attacks.
We have seen the same thing happen to Star Wars where the legitimate criticism was painted as toxicity of the fandom.
To quote another HN comment I saved recently:
> “Ultimately, the reason some people get upset when a series changes isn’t because the new game is new, but because the old games get their future cut off. Getting a sequel you don’t want closes the door more definitively than creating a new IP. Nobody wants to see the corpse of something they love puppeted around when it could just be laid to rest.”
If you believe games are at all art, then they cannot ultimately be judged either by commercial or critical success, or even by whether they please their creator. There is something utterly subjective and nondeterminant in the evaluation of art.
Obviously, as humans we tend to evaluate the “success” of art on its long term impact. Commercial and critical failures in the short term can and have become treasured as masterpieces in the long term, and bestselling beloved work can turn out to be forgotten quickly.
Except in this case, my understanding is that this isn't even true. This game is an alternate sequel to MI2 (which is widely beloved), throwing out the story from MI3 (and maybe Tales? Many fans did not like the story direction of MI3. Perhaps because Ron didn't work on it.. I didn't mind it). So I guess in that case, for the really opinionated MI1&2 fans, this is another bite at the apple.
> The question here is: "Is this a really innovative graphical design that
> will get praised by future generations but is misunderstood now" or "Is this
> just a bad decision that the creator is unwilling to own". I tend to think
> it's the latter. Ultimately the sales will tell.
The question here is not "should people like a thing," it's "why are people such assholes?" To quote Ron Gilbert's linked post: > Play it or don't play it but don't ruin it for everyone else.
It sure seems like this is a fantastic example of the Greater Internet Fuckwad Theory [0]: nobody would speak so awfully to Ron Gilbert if they were leaning over his shoulder watching the trailer.[0]: https://www.penny-arcade.com/comic/2004/03/19/green-blackboa...
Hold on a minute here. Yes, the racist assholes got more attention than they deserved. But Rise of the Skywalker was thrown together by a bunch of marketing executives looking through all that “legitimate criticism”, making a big checklist, and feeding it into their lifeless movie factory to create a giant wish fulfillment fantasy for all those “real fans” who were upset someone would dare to shake up their stale, predictable franchise. It was a terrible movie. Lessons: Disney is a cancer, but also people on the internet, as plentiful as they are, have no idea what they want.
They hardly, if ever, cave to user "wants", because they understand that often, the user has no fucking clue what they actually want.
It's why they manage to succeed despite initial opinions being so against them. It's because often the proof of the pudding is in the eating. Looking at a thing can only tell you so much, it's only when you are able to actually experience the thing will you be able to judge whether it is good or not.
It's one of the reasons Square Enix just sold all their western studios.
Apple's strategy worked during the era of Steve Jobs because Steve Jobs was miraculously good at intuiting what users want. Since his death, Apple has lost that ability. See: The Butterfly Keyboard, the Touchbar, the 2013 Mac Pro. Apple's recent successes have been things consumers very much said they wanted: iPhones with larger screens, Macs with better performance and incredible battery life.
Nintendo does seem to have some leaders with Steve Jobs's talent, but I'd argue they're more hit or miss than he was. The Wii U didn't go so well, and the Wii—while an initial success—was ultimately kind of mixed.
You say the Wii was "mixed", but that's just wrong. It outsold the PS3 and XBox 360.
The Wii U was a misstep, but the Switch is essentially a Wii U/Game Boy hybrid. Because Nintendo saw what was off with the Switch and made the changes.
As for Apple, they were lambasted for removing the Home button, removing the audio jack, making their own chips. But those have all been not the major missteps people thought they were.
It did, but many of the people who bought it purchased few (if any) games. It's not clear to me that the Wii was more profitable than the PS360 when you take the full ecosystem into account. And even if it was, remember that those competing consoles made major technical missteps—the PS3's high initial cost and weird Cell processor, and the 360's red ring of death.
> As for Apple, they were lambasted for removing the Home button, removing the audio jack, making their own chips. But those have all been not the major missteps people thought they were.
I don't remember as much outcry about the home button's removal. But I bet if you asked a focus group what they wanted in an iPhone, "the biggest possible screen in the smallest possible body" would have been high on the list, and that ultimately necessitates removing the home button. Android phones had already been moving in this direction.
Similar situation with Apple Silicon. Normal consumers don't know what a cpu architecture is, but I'm sure a focus group would have asked for a Mac which was faster and lasted longer on battery.
The headphone jack's removal was a money grab, pure and simple. It allows Apple to exert more control over the ecosystem and receive more money in licensing fees. Consumers didn't like it, they were merely willing to put up with it.
> You are an abhorrent and miserable human being, Ron Gilbert. You should be ashamed of yourself. One can only hope that you retire from the industry and never return.
Which, you know, not cool.
> I'm shutting down comments. People are just being mean and I'm having to delete personal attack comments.
These comments is what you are requesting.
Browse them using wayback machine:
https://web.archive.org/web/*/https://grumpygamer.com/rtmi_t...
Personally I think it's a better art style than Tumbleweed, but I had issues with that game's story.
Take, for example, this comment by someone calling themselves _Proud Retro Fascist_:
> Nice attempt at silencing critics. The game will fail because it is
> objectively hideous and you will only have yourself to blame.
>
> Inthe end all you will have achieved is killing off Monkey Island once more.
> This time permanently.
>
> All you had to do was make a game with an art style that appeals to
> everyone, whatever it might be. Instead, you opted for the most repugnant,
> revolting and hideous TRASH art style that anybody has ever bared witness to
> in a video game. You must be out of your mind.
>
> All said, try hiring good artists next time... if there is a next time, that
> is.
>
> RIP MONKEY ISLAND
I wouldn't blame anyone for being upset after receiving this kind of vile commentary "Objectively hideous;" "repugnant, revolting and hideous TRASH art style." There's nothing constructive or even reasonable there, it's purely nastiness for nastiness' sake.Stay strong, Ron Gilbert, don't let the assholes get you down.
It beggars belief that someone could write this sincerely and not realize how absurd it is. "All you had to do was make something perfect."
I think this interpretation makes sense, since the original game is primarily story-driven.
If anything, the comments of the fans show that this artstyle alienates many of the fans. So, if for example the artstyle would've been showed at the very start of the development, then the developers could've listened to the fans and changed it. But everyone's in a tough spot now because development is nearly finished (game is planned for this year) and it would be too late to change course.
As such, Ron Gilbert can only do one thing: Buckle up, release the game and let it be played by those who are not alienated by the artstyle. Maybe it will charm new fans even more; maybe not. Who knows. However, it certainly is an artstyle that is not "universal". E.g. AAA developers usually refine their main character so much that he appeals more or less universally, they want someone who is liked by everyone. They don't want a main character that is only liked by 50% of the target audience. BUT! This comes with the caveat that these games might be overoptimized for the mainstream and thus being somehow boring. That's why I love what the artists and Ron Gilbert did, even though I am torn on the style myself.
Btw. I myself was even more alienated by the artstyle of Broken Age (so much that I never played it) and that was a game where I even invested money in. However, I never could've thrown words at Tim Schafer. And neither on Ron Gilbert, for that matter.
> If anything, the comments of the fans show that this artstyle alienates many of the fans.
Vocal fans are a sampling bias. Don't forget that volume in terms of loudness of complaint does not equal volume in terms of number of complainers. It may not be that "many" fans in number just because they have been that loud/obnoxious.
For what it's worth, the person called themselves like this in jest: apparently in an earlier comment, someone referred to people skeptical of the new design as "retro fascists." Not sure if that was supposed to be sarcastic as well, since the comment has been deleted.
And art style quality is subjective. I, for one, don’t think he made a mistake. If it does hurt sales, it is an objective evidence that it was a mistake commercially speaking. Which is just one dimension. He might still be happy with his decision.
Regardless of sales effect though, I think people feel entitled to be heard by him. They are not happy only with voting with their wallets, or just telling friends that they didn’t like the art style, that are making a point of going to him pointing fingers that he messed up. That’s not fine in my view even if they do not use hateful words, which a minority does. But the majority is still pointing fingers at him.
For me Ron is doing the right thing in managing all this. Stop sharing stuff, close comments, go back working on it silence. If, because of that, the game is a commercial failure, so be it. It is his risk to take. People are acting outraged no because Ron is screaming rude things back to them, because he is not. People are outraged that he just won’t change the art style at this point. That he is not pulling a Sonic on this. And I think the behavior of those people demanding change is just silly. And dangerous when potentialzed by the scale of the internet.
So good for Ron going back to silence. It will be better for him and the team. And, I think, better for the game as well.
Top Gun 2 is great example of understanding the audience. it was a love letter to the fans.
Gilbert made it all about himself with no awareness of what other people thought. That's his biggest mistake. He keeps saying he making the game HE wants to make. He really doesn't care about the fans, and they noticed. I strongly suspect it will only get uglier between the deep monkey island fans who kept the brand alive and Gilbert.
If Ron wants to make art, then make art. But Monkey Island was never art for the sake of art. A far more successful revival that pleased the fans was Broken Sword 5.
I ignore 99% of judgments, I only start listening if there is a "because" in the judgment: "It's not good, because"... of course, the "because" needs to make sense.
I believe it was a recent GDC talk where a Bungie dev who said something like "hate is only 2 degrees off from love." I think what he meant was, and I've heard this echoed from other developers, is that the fans are so emotionally invested and want you to succeed and fulfill their fantasies in the game that when you fail or things aren't quite right their love turns to hate in a blink of an eye. The theory is that you just have to listen to them and deal with their feedback no matter how rude it is and you can steer those 2 degrees back to love.
I think there's something to that, but also I think a huge factor is the Free To Play model and how it's encouraged massive time-sinks into games which can create cognitive dissonance when the player has finally exhausted their interest. If a player has invested 3000 hours of their life, which I suspect in many cases matters more than putting in $50 or $100, being bored might make them feel guilty for their behaviour which quickly turns to anger and rage at the developer for letting them down and failing to continue to entertain them. This cycle only gets worse the longer they play because it's increasingly difficult for one game to have enough to offer after such a long time and so they get more bored but simultaneously more bitter that they've wasted so much time on it.
Finally, burnout-rage is particularly bad for content creators which are serving a fan-base that's interested in a particular game. They might not even like the game that much but their add-revenue depends on an audience that wants to see content about it. I've seen numerous content creators go super-nova at the end when they finally break down and explode in bile (which, of course, includes performative outrage which is good for getting clicks too).
The joy of sharing has been driven from me too.
Personally I think Ron is an artist and I'll buy whatever he's selling.
Ron is one of the few people left developing the kinds of games he would like to play. For that reason I'm glad he's pressing on with it, with the art style he wants to see.
I just can't stand the worry that he's going to grimdark the storyline. It is important to me that guybrush and elaine and the gang don't go that way.
At this point I don't really mind what direction they take at the end of the day. I love the characters, and just want to see where they end up.
I do hope we get another game where they play with Claymation style animation, though.
Guybrush mannishly claiming his veins are flowing with stale grog? Yeah right, who are ya tryna kid, kid. No wonder Murray was cackling.
I've always tended to be grateful but not necessarily think about leaving comments, over the years I'm starting to realise that it's important to offset negative entitled comments that always seem to come out of the woodwork.
As creators, it's probably healthiest to avoid comments entirely and have someone filter the feedback for you. It only takes a few inconsiderate assholes to make the creator feel terrible.
I recently experienced a lite version of this, where I posted what I considered to be constructive feedback on how to make a game community better. Immediately I was insulted, criticized, and downvoted. After the initial few comments I realized there would be no intelligent responses and I just stopped reading. Despite my intellectual awareness of this, having some kind of emotional reaction to the severely negative comments was unavoidable. It also means that going forward I'm less likely to engage with the community through that medium.
The game for which I have the largest number of criticisms and complaints is also my favorite. When you spend multiple thousands of hours playing a game, you'll acutely feel each minor bug, issue, and problem. The list of compliments and praises is just as long, as it's the most fun and entertaining game I've ever played.
If you care so much about the opinions expressed by your audience, then maybe take a step back and look at the collective sentiment. This is an opportunity for growth and reflection, not to cry in some corner like a child who’s taken his ball and gone home. You’re a professional, Ron. What would a professional do with this feedback?
In other words, I am sorry that the Ron Glibert got burned, and I sympathize, but it seems to me that YouTube (where the video is hosted) runs a perfectly serviceable comments site that you can turn on and off. No need to run your own (unless you want to).
The trick is to weight them correctly. Multiply positive by 5. Then re-evaluate. It helps. Negative people find water disgusting and yet water is a necessity for life. Its therefore very important to keep perspective.
It may feel necessary in 2022 to engage with fans and build a personal brand, but go ahead and audit the creators you really respect, and how many of them do this. Some do, I'm sure, but some don't.
Now the threshold for complaining about or trash talking something is nearly zero, so here we have everyone on equal speech/public platform footing and we hear everything. It's sad, but also reality.
He would have quit after the first game (1990?) if the internet was as widely accessible and used back then.
As a fan of the game series I can't wait to see what's in store.
I think the artwork is unique and will attract newcomers, instead of repeating what's already there and serving only the "hardcore fans" who threw all that hate.
There have been a bunch of recent examples lately that showcases the minds of masses. Spiderman No Way Home did supremely well by giving the masses what they wanted, and not straying too far from the marvel formula.
Sonic the Hedgehog Movie had a awful original art direction. The fans complained and the director reversed course, and now its a beloved and highly rated movie.
Top Gun 2 is another great example. The tone, direction, spirit of the original movie is captured supremely well and is on track for a billion dollars.
Pixar's Lightyear is a disappointment at the box office. Honestly who wanted a "realistic" version of Buzz from Toy Story. The tone, spirit, and art direction are too different.
I think Ron made a horrible directorial mistake, and while he shouldn't be attacked for it. He does deserve criticism, and people should be allowed to voice their dislike for a product and its direction.
As people on other sites have mentioned, this whole project has the feeling of the George Lucas Star Wars Prequels. George Lucas needed some honest feedback, and collaboration with other people like Kasdan. Ron Gilbert should have gotten some opinions from the original Monkey Island artists/Lucas Arts Crew.
[0] honestly I'm also a bit put off by it, but that might just be because it is unfamiliar, which isn't the same thing as bad. Besides, since I consider graphics to be one of the least important things in games I don't think it will affect my enjoyment that much.
Says whom? You demonstrate your points by showing that blockbusters make money, which says nothing about whether they are art. They're entirely different dimensions of the same work, and hard to compare. Obviously the accounting department will have a different point of view than the creative director.
You're also arguing that people making new films on an existing franchise should stick to giving the fans what they want. But who's to say the fans even know what they want? They might not care, they might be mistaken, they might misremember things. For example, people clamoring for World of Warcraft Classic or a back-to-the-roots Sonic game back in the day weren't really hoping for a product per se, but rather to go back to a time when the product was more culturally relevant (and they were younger).
A new direction can also capture a new audience, which might make fans negligible. For instance the Star Wars prequel are still divisive but a large, younger portion of the fandom likes them very much.
And what fans are we talking about anyway? You give Spider-man as an example. But there have been thousand of pieces of Spider-man media, with wildly different art styles and tones. Which one is "what the fans want"? Disney went with the Marvel formula precisely because it's a lowest-common denominator style of film, accessible to non-fans.
And finally another obvious problem with your thesis is that nothing new can be made if it is required to give to the masses what they want for sure. Almost by definition, it is unknown whether any new concept, style, tone, or property are what people want. At the same time it is known that the public at least somewhat values originality, so companies take risks and release films such as Pirates of the Caribbean or games like Assassin's Creed.
Video games are expensive too make. Many triple A games cost more than movies. Comparing them to movies is an extremely fair comparison.
Why? By "allowed to voice their disklike", I assume you mean outside of the privacy of their own home.
all of that said, I have a hard time understanding this situation. when you've been making games for decades and you've watched the Internet grow from nothing in that time, how can you possibly release a trailer for your upcoming game showing an art style that you don't have to hire a focus testing company to tell you that the Internet will knee-jerk react negatively to... without knowing that there would be The Usual, Expected Amount of "toxic" backlash? how could you not see this coming, and why would you then go on to take it personally?
I fully understand the human angle where like, if I released a trailer for a game I was working on tomorrow, and for whatever reason the Internet Hate Machine started churning against me, I would have a very hard time handling it, because I have never been in a situation like that before, and the human mind is ill-equipped to deal with the onslaught of criticism, both fair and over-the-top, that is just part and parcel of putting things on the Internet these days. in the past ~15 years of the indie game scene there have been countless examples of this exact scenario playing out time and time again, and I have complete and total empathy for anyone in that situation—it has to be hard.
but this is a guy who's made both games that are considered classics, as well as games that have been critically panned. why is he taking the perfectly predictable response to the art style shown in this trailer so personally?
the only conclusion I can reach—and it's a mighty cynical one—is that this must be part of the planned PR cycle for the game. the game was announced earlier this year, as being planned to be released later this year, meaning that at the time of that announcement, the art style was almost certainly already settled upon... yet the decision was made to withhold from revealing the art style at that point in time. now, awhile later, we get a trailer that shows and demonstrates the art style. again, the Internet's reaction writ large was wholly predictable. now Ron Gilbert says this wholly predictable reaction makes him sad and makes him not want to share any more of the game until release, and various "journalists" and commentators in the space get to write up think-pieces about the event heralding this act—not sharing any more of your game until it's released—as one of moral bravery in the face of the innately toxic and reprehensibly evil Internet Comment Section saying mean things about the latest game from a respected and celebrated creator of some of the most cherished classics in the history of computer gaming. Entitled Toxic Gamers get shamed for being Toxic and Entitled and Gamers, as though we haven't learned anything over the past 20 years about how anonymous comment sections inherently work in the everyone-has-an-Internet-connected-smartphone-in-their-pocket-at-all-times contemporary society we now live in. blogs get something juicy to write about. everyone wins!
is there any reason for me to not believe that some version of the above is what happened here? or am I completely off-base here and perhaps Ron Gilbert is just mentally stuck in the 90s, where your publisher sends promotional prerelease screenshots to a gaming magazine and you don't have to directly see any criticism, as someone else at the company reads all the (e- and snail) mail for you? or something else?
tl;dr I can't understand getting mad at the Internet for being the Internet in 2022, it will never get better, if anything it will only get worse—this is the price we collectively had to pay when we decided everyone should be online at all times.
hopefully your solution isn't simple moral posturing that Things Should Be Better, because that might feel good to say but as a solution it's pretty obviously untenable.
regardless: either Ron Gilbert is, somehow—even after DeathSpank(!)—hopelessly naïve with regards to the state of anonymous shit-flinging on the Internet in 2022, or all of this moralizing and othering of Toxic Entitled Gamers (which we've definitely never seen deployed before!) is part of the PR plan for this game, to make people feel sympathy/empathy for a celebrated, legendary game designer being forced to read mean words on the Internet about something he made, as though this is some great moral travesty of our times and not just the baseline level of Internet interaction one should expect by now. again: why is any of this a huge surprise to anyone involved? why is Ron Gilbert taking any of this personally instead of just taking the tack of "lol well this is what I wanted to make so fuck off if you don't like it"?
either way, sad state of affairs, especially given that I'm looking forward to the game's release regardless. hopefully the lesson everyone learns from this is that people act like fuckwads on the Internet and there really isn't anything you can do about it aside from refraining from looking at it... which is a lesson I thought we all learned a long time ago.
The hateful gamers will just have to continue to enjoy loveless games made by companies who know that a 100mm budget is table stakes to protect them from their customers. The passionate makers will find something else to love; that's their power.
"gamers are the worst, they suck and are terrible. no, not you, of course—you're not a gamer, you're a Cultured Video Game Enjoyer, just like me, the writer of this Kotaku article. you and I are different from these vile and horrible "gamers", who aren't being misogynist or racist today but you just know any day now they'll be back to doing that too. how we hate them! now anyway, the latest vile act that these abject villains have done is make Ron Gilbert sad by writing mean words about an unreleased video game based upon trailer footage, on the Internet. imagine! being mean to Ron Gilbert, celebrated adventure game designer! the nerve of these gamers. how we hate them! now, Cultured Video Game Enjoyer, what do you think about the art style of Return to Monkey Island? do you love it? answer carefully, because the only people who don't love it are those people we hate, those untermenschen 'gamers'! now answer: how great is Return to Monkey Island's art style?"
don't you find the rise of this kind of rhetoric over the past 15 years or so, and all of the moralizing it entails, to be at the very least curious? "othering" a broad, diverse population of people by strawmanning them as though they were a political party or something, generalizing based upon anonymous Internet comments, an eternal beast of a boogeyman who is always lurking in the shadows just out of sight, only to emerge in the public consciousness now and again as the driving force of moral outrage that you should definitely feel very strongly about, because as we all know there is no greater evil in the world than typing mean words into an Internet-connected text field and clicking "Submit", right? and it always seems to happen whenever somebody wants their personal and/or game's profile to be raised, whenever it sure would be nice for all involved if more sympathetic Cultured Video Game Enjoyers would point more of their eyeballs at the person and/or product being promoted, on grounds of moralizing against the uncultured gamer swine, and above all, proving that you're not one of them.
idk for me after 15 years of this shit it's pretty old by now and that kind of appeal-to-emotion persuasion doesn't faze me in the slightest anymore. some people said some mean words on the Internet to a guy who's going to release a video game later this year, and it made the guy sad. that's a bummer, but I just can't bring myself to get worked up in the way the Video Game Journalism Industry wants me to—I'm kind of done being emotionally manipulated by everyone in that sphere. I don't need to "identify as" either a "gamer" or a Cultured Video Game Enjoyer to enjoy video games, so it's not hard to reject the attempted pseudo-political cultural bifurcation here by rejecting the whole dichotomy and saying "lol video games amirite"—and I recommend others do the same!
> tl;dr I can't understand getting mad at the Internet for being the Internet
> in 2022, it will never get better, if anything it will only get worse [...]
If I may provide an alternate tl;dr to your comment: "People are being absolute rude, disrespectful assholes; which is absolutely fine. Ron Gilbert asked for this abuse by making things. The real issue is that he disabled comments on his own blog, where people should be firmly allowed and encouraged to shit on his work."Honestly, I'm trying to say something about this argument that falls within the site's guidelines for discussion and I can't really figure out a way to.
to clarify: I don't have any strong opinions about the art style of Return to Monkey Island, and while I have some thoughts about it, that entire line of discussion is uninteresting to me. I see no reason for the art style to have been chosen other than that those involved in making the game think it's a good fit for the game they're making. and it probably is! so please, if you're going to continue to engage with me on this topic, update your mental model of me and the position I'm taking on this, because you seem to have made some faulty assumptions, unsubstantiated by what I've posted here.
however, it should be obvious to anyone that the art style is both a departure from the original games, and their later sequels, and that it's such a stylistic departure that backlash should be fully expected. if Ron Gilbert really, truly did not expect backlash on the reveal of the art style, then either he is ridiculously naïve compared to how I would expect him to be, given his career and previous works... or the reveal and subsequent response, in which we all meant to feel warm and fuzzy and sympathetic to a legendary game designer who had anonymous fuckwads write mean things about him and his game on the Internet, was expected, and planned as part of making a broader audience care about a point-and-click adventure game being released in 2022, at a time where great lengths must be taken to get anyone to care about any game you make at all, as there's way too many options for not just games to play but places to give one's attention in general.
what do you think the net effects of this entire saga are going to be? do you think more people know and/or care about the release of this upcoming game, a game which is of a genre that is broadly (back) in decline (after a brief resurgence a decade or so ago), as a result of this debacle?
and almost more importantly: what was it about my post that made you think I disliked the art style of Return to Monkey Island? because it wasn't the words that said as much, because those words don't exist—yet something made you think I think the art style is bad! it might be useful to analyze what led you to this incorrect assumption.
And I went look up screenshots of every game.
Consistency does not exist. The Secret of and LeChuck's Revenge are pretty similar, The Curse of looks very Dragon's Lair-esque/Don Bluthy, Escape from looks kind of ass to be honest. It's very "early 3D" and did not age well. Tales of is also 3D and is ok-ish. The remakes are also 3D, but also different from both Escape and Tales of.
And the character design of Guywood changes from the first two, to the third, to the fourth to the sidestory, to the Special Editions.
So any argument based on "consistency" is a red herring for something else. Consistency has not been a hallmark of this series, graphics-wise. This series has more departures than LAX.
this is why I never said anything about "consistency" and why I am empathetic to the plight of having to figure out how a Monkey Island game in 2022 should look, because as you discovered it somewhat surprisingly (for someone unfamiliar with the series) doesn't "draw itself" like one would expect for a revival of a retro franchise.
all of this reasoning is exactly why I don't understand why Internet backlash to the art style reveal was so allegedly unforeseen—it was a real "damned if you make it look like any of the old games, damned if you make it look completely different"-type situation.
That's the issue. Just about every game looks different, but not until this one do people "care".
It literally has no real basis to base its look off of.
> however, it should be obvious to anyone that the art style is both a departure from the original games, and their later sequels, and that it's such a stylistic departure that backlash should be fully expected.
This here seems to be you talking about consistency. Saying that it doesn't match the older games. Well, which older game should it match? If anything, it not matching any of the older games would be more stylistically appropriate than matching any of the older games.
> Well, which older game should it match?
I already explained that I agree with you that this is the exact problem they faced when coming up with a look for the game. if they had picked any of the different styles, there would have been fans and detractors both. arguably, if they wanted to minimize backlash at the expense of everything else (such as broad marketability), they would have painstakingly recreated the art style of the first two games, with its weird disconnect between the cartoonish character sprites and full-screen realistic-looking closeup shots intact. so they did the almost certainly right thing and figured out a new style. but just because they chose the correct course of action doesn't mean that it wasn't going to frustrate just about everyone who looks at it and says to themselves, "well Monkey Island looks like many different things to be but it doesn't look like that." as a comparative example, see the reaction to the art style of the remaster of The Legend of Zelda: Link's Awakening. I haven't played it but I think it looks great—much like the Return to Monkey Island art style, it found a way to split the difference in making a new graphical style that still retains some of the "vagueness" of the old, hardware-limited style, while looking unique and good. as you can imagine, even though the Zelda franchise has had its fair share of totally different art styles over the years, there were many people who felt like this particular style doesn't jive with their franchise preconceptions. (I'm kind of at a loss for why I'm fully explaining all of this... this all seems pretty self-evident, for self-evident reasons.)
But why? They've done this exact thing N times before, this is just the N+1 iteration of it.
You also keep positing alternatives they could have done and claiming that those alternatives would have been better. But it's all based off of your conjecture. You claim it's self-evident, but it's only self-evident in the way that is evident to yourself.
The backlash seems out of proportion to what was done.
I think what you might be missing is that "they" has been a different group of people each time since the original two games—this is the first Ron Gilbert Monkey Island game since LeChuck's Revenge. I believe Gilbert has also said that he's disregarding everything in Monkey Island "lore" that he wasn't around for the writing of. because of all of this, the franchise has a general identity problem, including a visual identity problem. most people who are excited to play Return to Monkey Island are not coming from a place of "well most of the rest of the games looked different from one another, let's see something new!" I think most people expected the franchise to either maintain its new "Remastered" look, or look closer to the original two games. personally I'm glad they chose neither!
the backlash only seems disproportionate due to reporting on it. "New Game In Franchise Looks Different From Old Games In Franchise, Many Anonymous Internet Users Vocally Upset About This, Like Everything Else, As Per Usual" doesn't really have the same emotional galvanization effect, see?
but again I agree that the new style is actually a neat compromise between the old cartoony pixel art character sprites and something totally different, without going down the full-cartoon-whismy route that the later titles and Remastered games took. part of the charm of the first game is how expressive the characters without being too over-the-top cartoony like DoTT or Sam & Max. the new style looks like it should be able to recapture this feeling quite well!
again, the complaints are stupid, but should have been very easy to expect, because pleasing everyone—especially when it comes to nostalgia—is basically impossible.