[HN Gopher] "The joy of sharing has been driven from me"
       ___________________________________________________________________
        
       "The joy of sharing has been driven from me"
        
       Author : omnibrain
       Score  : 154 points
       Date   : 2022-07-01 12:43 UTC (10 hours ago)
        
 (HTM) web link (grumpygamer.com)
 (TXT) w3m dump (grumpygamer.com)
        
       | prvc wrote:
       | I think a lot of the comments in this (HN) thread are falsely
       | assuming that he is reacting to the tone of the comments, rather
       | than the fact that they don't seem to like what he has shared.
       | Having read only a small sample of the linked comments, they seem
       | to be overall civil but negative, which is probably even worse
       | news for an approval-hungry creator than a rude response. There
       | is a ready-made narrative about the badness of user-posted
       | internet commentary that a subset of internet commentators love
       | to post about, but in this case it doesn't seem to fit. This is
       | said as someone who has absolutely no investment in the trailer's
       | particular art-style or whatever their issue is.
       | 
       | In any communication, regardless of the medium of transmission, a
       | positive reaction on the part of the recipient of the message is
       | not guaranteed.
        
         | soneca wrote:
         | > _" falsely assuming that he is reacting to the tone of the
         | comments"_
         | 
         | 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.
        
         | gamblor956 wrote:
         | No, what you saw were the comments _after_ he moderated out the
         | comments telling him to kill himself, that he and is colleagues
         | are useless, etc.
         | 
         | He left behind the critical comments that were otherwise
         | polite.
        
       | user68858788 wrote:
       | I can relate. I was a game developer just breaking in when the
       | whole gamergate nonsense happened. People were not only shitting
       | on "political" games, but also doxxing people and harassing
       | developers outside their offices. The experience caused several
       | friends to leave the industry, myself included.
        
       | adamius wrote:
       | I've recently done some art projects. The comments/feedback can
       | be really bad. Really soul-destroying.
       | 
       | 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.
        
       | adamrezich wrote:
       | I like Ron Gilbert. I don't like all of the games he's worked on
       | but I like most of them. I think it's great that he's making this
       | new game and he's doing it how he wants to. I will likely check
       | it out when it's released and there's a good chance that I'll
       | enjoy it.
       | 
       | 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.
        
         | generalk wrote:
         | > 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."
        
         | djur wrote:
         | There would have been some degree of angry backlash to any art
         | style that wasn't a meticulous recreation of MI 1 and 2 (a
         | decision that would have also been criticized, but probably
         | much more politely). I don't know why it's supposedly
         | predictable that this particular art style would receive this
         | degree of hostility.
        
         | Osmose wrote:
         | Just because bullying is common doesn't mean people should get
         | used to it
        
           | adamrezich wrote:
           | what alternative course of action do you suggest instead? I
           | don't understand why you think people should continue to be
           | surprised by wholly predictable reactions contingent upon
           | inherently flawed human behavior.
           | 
           | 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 naive 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.
        
             | frazbin wrote:
             | presumably the last time he made a game people weren't such
             | huge dicks about it... no big deal but modern gamers cause
             | a chilling effect in the industry by behaving this way,
             | inevitably. Creative professionals /don't/ have to get used
             | to being punching bags.. they're exactly the type to take
             | their toys and go home. That's what happens when you do
             | something for love (and take a pay cut to do it).
             | 
             | 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.
        
               | adamrezich wrote:
               | the current top comment in this comments section is also
               | decrying the Entitled, Toxic Gamers that are the cause of
               | all that is Bad and Wrong in the world of video games
               | today--have you ever noticed how convenient of a
               | recurring boogeyman this is?
               | 
               | "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!
        
               | Osmose wrote:
               | I dunno why you think demanding that people can't feel
               | hurt on the internet is any less overbearing than
               | condemning people who are mean on the internet.
        
               | adamrezich wrote:
               | I'm not sure where I issued such a demand, but, it should
               | be obvious that it is easier to learn to deal with the
               | existence of negative Internet shitposting than it is to
               | try to morally posture it into nonexistence, despite the
               | latter _feeling_ good.
        
             | Osmose wrote:
             | You're confusing disgust with surprise. One can predict
             | abuse and also not enjoy it and decide to close the
             | comments down after you get too much of it.
        
         | CommieBobDole wrote:
         | So, your argument is "The art is terrible and he must have
         | known it was terrible and possibly made it terrible
         | intentionally for some sort of complex culture-war publicity
         | reason because the only other possibility is that he's actually
         | offended by people telling him he's a terrible person and and
         | idiot and a moron and only capable of producing absolute
         | garbage because no person today would be offended by that
         | because I guess it happens a lot because internet"?
         | 
         | 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.
        
           | adamrezich wrote:
           | the first four words of your attempted paraphrase of my post,
           | or anything like them, do not exist in my post in any form.
           | while reading my post you hallucinated that I was "one of
           | them" and disapproved of the game's art style.
           | 
           | 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 naive 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.
        
             | bena wrote:
             | So what I did is look up all the Monkey Island games. There
             | are essentially 7. The Secret of, LeChuck's Revenge, The
             | Curse of, Escape from, Tales of, and Special Editions of
             | The Secret of and LeChuck's Revenge.
             | 
             | 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.
        
               | adamrezich wrote:
               | I agree with everything you've written here 100%, and
               | this is why I actually think the art style they've chosen
               | for this new game is interesting in a tentatively good
               | way, despite me having basically zero grounds upon which
               | to judge art in general. they eschewed the sort of
               | overwrought cartoon whimsy of the later games and Special
               | Editions, and found an art style that allows much of the
               | same level of expression you'd get from pixel art, while
               | not being pixel art, if that makes sense. it's certainly
               | a bold choice, but it kind of _had_ to be, right?
               | 
               | 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.
        
               | bena wrote:
               | I can't recall any real backlash about any of the other
               | games though.
               | 
               | 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.
        
               | adamrezich wrote:
               | I never played the old Monkey Island games in their day
               | because for some reason my dad had pretty much the rest
               | of the SCUMM catalog except for Monkey Island and LOOM.
               | but if I understand correctly, the transition to 3D
               | wasn't as criticized because everyone was trying to
               | figure out how to make games look good in 3D at that
               | point, plus Ron Gilbert had left LucasArts at that point
               | in time, so those games weren't as appreciated as the
               | first two. the Remastered version of the first game was
               | certainly met with mixed opinions though.
               | 
               | > 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.)
        
               | bena wrote:
               | It really feels like you're defending the backlash
               | though. As if it was a foregone conclusion.
               | 
               | 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.
        
               | adamrezich wrote:
               | > They've done this exact thing N times before, this is
               | just the N+1 iteration of it.
               | 
               | 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?
        
       | atwood22 wrote:
       | I don't understand the outrage at this art style. Granted, I've
       | never played any of the Monkey Island games, and have no
       | emotional attachment to the content. To me, the art style seems
       | very similar to a Cartoon Network cartoon, and that may have
       | broad appeal to kids today. Like I kind of understand why people
       | are upset: this thing you loved 32 years ago is being vandalized
       | in your eyes. However, you're really old now, your prefrontal
       | cortex should be fully developed, so get over it.
        
         | the_only_law wrote:
         | I'm not sure if it's even an exclusively nostalgia thing. Over
         | the past few years I've seen a lot of complaining around art
         | style changes. Notably the Civ V -> Civ VI art style change
         | pissed a lot of people off. Personally I loved the game, but a
         | lot of series veterans didn't even bother to try it.
        
           | AnIdiotOnTheNet wrote:
           | In the other thread about this, someone brought up the
           | colloquially named "Zelda Effect". It is most evident when
           | reviewing Wind Waker, which used cartoony cell-shaded
           | graphics: contemporary comments featured quite a lot of
           | vitriol over that decision, but the game is now fondly
           | remembered as one of the best entrants in the series.
        
             | AdmiralAsshat wrote:
             | Fun fact: even series creator Shigeru Miyamoto wasn't
             | thrilled with that art style at first.[0]
             | 
             | 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...
        
             | bombcar wrote:
             | Deep down almost everyone is "conservative" - they want
             | what they had yesterday again today, so any change to art
             | style, etc, is already on a back-foot.
             | 
             | 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.
        
               | mikkergp wrote:
               | The game developer is basically taking all the hate that
               | people are really directing at a society that doesn't
               | value the same things they do anymore. I thought SNES
               | Zelda and Final Fantasy were the best, but I didn't
               | threaten the developers when they moved to 3d.
        
               | bombcar wrote:
               | It's also a side-effect of being involved in the
               | community as a creator; if you were pissed at the 3D
               | Zelda what were you going to do, fly to Japan and track
               | down Shigeru Miyamoto? Send him a nasty letter?
               | 
               | 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.
        
             | rideontime wrote:
             | Fun, if barely relevant, fact: Miyamoto himself wanted to
             | change the art style during development, according to
             | recently-translated interviews.
             | https://www.youtube.com/watch?v=zwUBIjbYYNg
        
             | troon-lover wrote:
        
             | stuckinhell wrote:
             | I don't think that's exactly true. Nintendo did give people
             | what they wanted with Twilight Princess. Both of those
             | games had around 9.5 - 9.6 ratings, and the realistic
             | Twilight Princess was the best selling Zelda until Breath
             | of the Wild came out.
             | 
             | I think a very loud minority likes Wind Waker, but sales
             | show something a bit different.
        
               | AnIdiotOnTheNet wrote:
               | That analysis discounts that the GameCube[0], on which WW
               | was released exclusively until the Wii U[1] HD remake,
               | had vastly lower user count than the incredibly popular
               | Wii[2], which had a Twilight Princess release
               | simultaneously with the GCN.
               | 
               | [0] 21.4M units sold
               | 
               | [1] Even lower, only 13.5M units
               | 
               | [2] 101.6M units
        
               | stuckinhell wrote:
               | http://www.gamedesigngazette.com/2018/01/the-legend-of-
               | zelda...
               | 
               | 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.
        
               | AnIdiotOnTheNet wrote:
               | I don't see how this contradicts what I'm saying: it sold
               | more because it had a (significantly) larger user base to
               | sell to in the first place.
               | 
               | If Twilight Princess is so much more popular, why did its
               | HD remake sell less than half of Wind Waker's?
        
               | stuckinhell wrote:
               | Because most people who wanted to play it, already played
               | it.
        
               | djur wrote:
               | Your list shows Wind Waker selling twice as many units
               | when released on the same platform as Twilight Princess.
               | There are confounding factors here (the Wind Waker re-
               | release may have had a larger "missed it the first time"
               | audience, and there were probably fewer active Wii U
               | users in 2016 than 2013) but it's the closest thing to an
               | apples to apples comparison here.
        
               | toast0 wrote:
               | Another big confounder is that the WiiU won't play
               | gamecube games, but it will play Wii games, so someone
               | who wanted to play Wind Waker and has a WiiU needs to buy
               | the WiiU version, but someone with a WiiU and wants to
               | play Twilight Princess can buy the Wii version or the
               | WiiU version.
        
           | shrimp_emoji wrote:
           | People old enough to have played old Civs but whose brain
           | hasn't developed sufficiently to have switched to Europa
           | Universalis 4 deserve to be pissed.
        
             | the_only_law wrote:
             | If I only I could convince my friends to play EU4.
        
           | TheRealDunkirk wrote:
           | I loved the art direction, but can't stand the
           | micromanagement. Every time I look at it, I want to play it
           | again, but I just don't like the city districts thing. It's
           | too hard to keep my happiness up.
        
           | acheron wrote:
           | I don't think that's true about Civ 6. A lot of people who
           | only ever played Civ 5 might have been "pissed" and didn't
           | bother to try it, because they didn't realize that the Civ
           | games change every time, but any actual "series veteran" was
           | fine with it.
        
             | BitwiseFool wrote:
             | I'm one of those series veterans who was really put off by
             | Civ VI's design choices. I tried to get into it, and just
             | couldn't. I've heard criticism that the aesthetics should
             | not matter and that getting hung up on such a thing was
             | immature. However, I just could not get past the dissonance
             | of the cartoony style and how busy the UI was. Put simply,
             | I found the game to be ugly.
        
             | the_only_law wrote:
             | Yah that last sentence was a bit of hyperbole and poor word
             | choice. What I meant is that many people who had got into
             | Civ 4 and Civ 5, etc. we're critical of the graphics.
             | 
             | 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.
        
             | kroltan wrote:
             | Obligatory mention of the FMV "advisors" of Civ 2,
             | including a roman "cool dude" with sunglasses.
             | 
             | https://youtu.be/FlTIk80uBPg?t=269
        
         | jamesgeck0 wrote:
         | > I don't understand the outrage at this art style.
         | 
         | 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.
        
         | lhorie wrote:
         | Personally, as a consumer who could care less about who
         | produced which game, the original Secret of Monkey Island -
         | with all its pixel art glory - was a relatively hard game, like
         | many of the games of the era, and was comparatively less
         | enjoyable to me as a 80s/90s kid than the later Curse of Monkey
         | Island, which had a more modern art style and much more
         | interesting mechanics (IMHO) than just aimlessly clicking
         | everywhere until you eventually found out the only way to move
         | forward was to precisely time giving the bad guy a wedgie or
         | whatever. I've also played other games with various degrees of
         | pixelatedness, with later ones like Sam & Max and Indiana Jones
         | being more enjoyable to me than older ones like the original
         | Maniac Mansion, so I generally associate art style
         | modernization in this particular genre as a good thing.
         | 
         | 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.
        
         | pyb wrote:
         | Yeah, naively I would expect people whoever played the original
         | games to be quite grown up by now. Are they really the ones
         | leaving those comments?
        
         | rasz wrote:
         | Its ok if you are into vagina slits or pink penis noses on all
         | characters.
        
           | sph wrote:
           | That says more about you than the art style.
        
       | hprotagonist wrote:
       | I could give two shits about the art style.
       | 
       | 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.
        
         | RajT88 wrote:
         | I don't imagine it's that kind of game (the series thus far
         | hasn't been), but at the same time I like the idea that we're
         | seeing a mature Guybrush reflecting on his adventures and
         | mistakes in life.
         | 
         | 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.
        
           | hprotagonist wrote:
           | the crux of my worry is this: the ending of MI2 compared to
           | the ending of a non-gilbert MI3, and I _love_ MI3.
        
       | mromanuk wrote:
       | Monkey Island was cutting edge technology when I first played it
       | as a child in the early 1990s, I fell in love with it. Why would
       | anyone expect that Ron would create a pixel-art, retro-style
       | game? Ron articulated this line of reasoning. He is the creator
       | and has every right to select the style that he desires.
        
       | Beltalowda wrote:
       | > Gamers are the most entitled consumer group I've ever seen.
       | It's astounding. Someone wants to create something, and there's
       | just so much hate and negativity on something that people didn't
       | even pay for.
       | 
       | 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).
        
       | bob1029 wrote:
       | I feel even in gaming, the customer is always right at the end of
       | the day. Unless we are talking about making games just for the
       | sake of it & then throwing them away, but I suspect not.
       | 
       | 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.
        
         | ArrayBoundCheck wrote:
         | If you don't own a copy are you a customer?
        
           | ativzzz wrote:
           | With free to play being a huge gaming business model, not
           | only do you not own games because they are more of a SaaS
           | product, but most people don't even pay to be a "customer"
           | 
           | 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.
        
         | kabdib wrote:
         | > I feel even in gaming, the customer is always right at the
         | end of the day.
         | 
         | 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.
        
           | mikkergp wrote:
           | I can't find it now but I think a game developer wrote a
           | while back what a game would be like if they listened to all
           | customer feedback and it was a nightmare, it's like the homer
           | designing a car episode of the Simpsons. I have to admit even
           | sometimes my gut reaction to or a game or ideas would
           | ultimately make the game too bloated / less fun.
        
           | bob1029 wrote:
           | > Then you have not dealt with real customers.
           | 
           | This is a very bold assumption. Do you want to try some
           | nuance here?
        
             | kabdib wrote:
             | Sure. I'll edit that down a bit.
             | 
             | 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.
        
       | stuckinhell wrote:
       | A lot of creatives have a hard time understanding the product
       | side of art. Games are far more products like movies than they
       | are "art".
       | 
       | 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.
        
         | regentbowerbird wrote:
         | > Games are far more products like movies than they are "art"
         | 
         | 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.
        
         | AnIdiotOnTheNet wrote:
         | I don't think anyone is arguing that the art direction can't be
         | criticized[0], just that Ron doesn't deserve abuse for it.
         | Unfortunately "Gamers" includes a group of extremely entitled
         | and vocal internet asshats who frequently do things like hurl
         | death threats at developers for missing deadlines. Now they
         | have chosen to harass a legend who shaped the very genre
         | because he has offended their aesthetic sensibilities. It's
         | ridiculous and no one should have to put up with that crap.
         | 
         | [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.
        
         | mikkergp wrote:
         | > people should be allowed to voice their dislike for a product
         | and its direction.
         | 
         | Why? By "allowed to voice their disklike", I assume you mean
         | outside of the privacy of their own home.
        
       | rvieira wrote:
       | I played the original ones and I would have preferred a pixel art
       | closer to the original.
       | 
       | 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!
        
         | izacus wrote:
         | Pixel art like which of the originals? Monkey Island 3 and 4
         | had nothing remotely resembling pixel art and were still
         | beautiful.
        
           | rob74 wrote:
           | Like Ron Gilbert wrote in one of his previous blog posts,
           | Monkey Island 1 and 2 were (what is today called) pixel art
           | because pixel art was "state of the art" at that time. He
           | already (co-)created a retro pixel art game with Thimbleweed
           | Park, no need to do it again...
        
           | rvieira wrote:
           | I was talking about "Secret" and "LeChuck's Revenge". When
           | "Curse" came out I was "too cool" for computer games. Now I'm
           | back at being "lame" :)
        
             | detritus wrote:
             | Entirely off-topic, but this resonates so much for me - I
             | think I went entirely off computer games for about three
             | years, peaking around the age of 18. I left the world of
             | the Amiga and then later got a PC for Uni and slipped into
             | an entirely different gaming world, running at 5x the
             | clockspeed. On school holidays I'd come back to an ever-
             | failing disk collection, to the point I only had a
             | shareware game called Galaxy Wars (I think?) and an install
             | of SimAnt (on a 20Mb HD, lol), by which point it was clear
             | that the Amiga was truly dead in the water!
             | 
             | 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!
        
           | lentil_soup wrote:
           | They were quite pretty but Ron Gilbert wasn't involved in MI3
           | and 4. That's why this is a bit like a branch off MI2
        
           | kemayo wrote:
           | For Return in particular it does make sense to compare it to
           | 1 and 2, since Return seems to be picking the series up where
           | Gilbert left it and ignoring what others did since then.
           | 
           | (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.)
        
             | WorldMaker wrote:
             | All indications are that while the game picks up threads
             | from MI2 and _starts_ at the end of MI2, the bulk of the
             | game may happen after Curse and even Tales. Ron has said
             | multiple times that  "it's all canon" and about the only
             | things that he's acknowledged are kind of ret-conned around
             | are some things that occurred in Escape, which even Tales
             | partly ignored.
             | 
             | 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.)
        
         | ArrayBoundCheck wrote:
         | > I would have preferred a pixel art
         | 
         | 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)
        
       | ChrisMarshallNY wrote:
       | It's not just gamers. The Internet has spawned a culture of "no
       | consequences for letting your Id come out to play."
       | 
       | 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).
        
         | [deleted]
        
         | pessimizer wrote:
         | > If I walk up to Big Bad John, and call him a rude name, he
         | will knock my teeth out.
         | 
         | 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.
        
           | ChrisMarshallNY wrote:
           | _> 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.
        
         | cptnapalm wrote:
         | A Robert E. Howard quote I like: Civilized men are more
         | discourteous than savages because they know they can be
         | impolite without having their skulls split, as a general thing.
        
       | bitwize wrote:
       | I don't like the art style either, but I see that as a "me"
       | thing.
       | 
       | 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.
        
       | shrimp_emoji wrote:
       | A great burden has been lifted.
        
       | shaggie76 wrote:
       | I've been a professional game developer for 22 years and have
       | definitely seen the amount of toxicity towards developers
       | increase sharply in the last decade. Interestingly, though, some
       | have suggested that this is not a bad thing, per-se.
       | 
       | 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.
        
       | xwkd wrote:
       | Hatred is a badge of honor for an artist. You've created
       | something that stirs the passions. Would you prefer indifference?
       | 
       | 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?
        
       | superb-owl wrote:
       | The vitriol in this article is really hard to read. Watching a
       | creator get attacked liked that is sad. I want to say something
       | snarky like "that's what you get for having anonymous unmoderated
       | comments" but honestly I just wish we could not be assholes.
        
         | hgsgm wrote:
         | Guess what happens if 99.9% of people are not assholes.
        
       | nineplay wrote:
       | > whatever you do dont make it a leftist multiculti gender bs
       | 
       | 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.
        
       | ycombinete wrote:
       | This reminds me of what happened to Phil Fish, who made Fez.
       | Horrible.
        
       | victorclf wrote:
       | Seems he just found out how most people in the Internet don't
       | produce anything worthwhile and yet feel entitled to bash
       | everyone's else hard work.
        
       | chomp wrote:
       | Gamers are the most entitled consumer group I've ever seen. It's
       | astounding. Someone wants to create something, and there's just
       | so much hate and negativity on something that people didn't even
       | pay for.
       | 
       | 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?
        
         | ChildOfChaos wrote:
         | Very true, 'gamers' are a strange bunch, not the average person
         | that plays a few games but those that fully identify with that
         | label.
         | 
         | 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.
        
         | bombcar wrote:
         | It's more than gamers as you notice, it's the whole 'self-
         | reinforcing internet cycle' - if the first reaction is X, that
         | will be amplified tremendously as everyone piles on to agree
         | with X.
         | 
         | This goes for both for and against, but against is usually
         | easier. Famous examples include Dropbox (here), iPod
         | (Slashdot), etc.
        
           | manmal wrote:
           | The Dropbox thread was not super negative, I just looked at
           | it again.
           | 
           | If your product is useful, there will be positive feedback.
           | Haters gonna hate, that's always been the case.
        
         | munificent wrote:
         | This is one of the main reasons I was happy to leave the game
         | industry after eight years of doing it.
         | 
         | 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.
        
           | jpe90 wrote:
           | I'm glad you're in a better industry now, and I'm extremely
           | grateful that you wrote up your blog posts and books while
           | dealing with that. They've been instrumental to my journey in
           | programming.
        
             | munificent wrote:
             | Thanks, I'm glad I'm not in games now too, though I'm not
             | bitter about the time I spent doing it. There are some
             | downsides like infantile gamers and crunch, but a lot of
             | upsides too. Making software designed purely to entertain
             | and bring joy to people can be really gratifying. Getting
             | to work with interdisciplinary teams with artists,
             | designers, and audio people is a rare but very rewarding
             | experience.
        
           | chrisco255 wrote:
           | "entitlement simulators" what? I'm sorry but how are
           | Fortnite, Call of Duty, Elden Ring, Minecraft, etc
           | entitlement simulators? That's really scraping the bottom of
           | the barrel for a narrative there. Lol at "speedrunning" being
           | an indicator of colonialism impulse. It's as if the author of
           | that talk is looking at the world through entitlement tinted
           | glasses, heavily steeped in anti-colonialism and
           | postmodernism and cannot see anything but.
           | 
           | 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.
        
             | matheusmoreira wrote:
             | Completely agree with you. No idea why you're being
             | downvoted.
        
           | barrysteve wrote:
           | He refers to open world games that don't push back against
           | the player, as feeding a colonialist desire to conquer and
           | complete. He posits that the player never learns that he
           | can't have it all and thus learns to be entitled.
           | 
           | 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.
        
             | xg15 wrote:
             | Just wanting to note that a lot of the hate is coming from
             | gamers who complain about games being "too easy", "too
             | dumbed down" or "too casual".
             | 
             | Chalking this up to modern games not having enough grinding
             | honestly feels like exactly that kind of crab mentality
             | itself.
        
               | barrysteve wrote:
               | >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.
        
           | 3qz wrote:
           | > 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
           | 
           | It's real and it's every gay bar
        
           | belfalas wrote:
           | _> 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?_
           | 
           | Replace the word 'bar' with 'school' and this sounds like a
           | write-up of my much of my pre-university experience.
        
             | AlbertCory wrote:
             | Indeed, my life began the morning after I graduated high
             | school. The only people from then whom I'm _not_ in touch
             | with but would like to be, have unsearchable common names
             | and don 't sign up for those class reunion websites.
             | 
             | (I know, I know, I could find them with more effort. But
             | really, why bother?)
        
               | rurp wrote:
               | I did not enjoy high school. Others have had it worse,
               | but it was mostly something I had to endure.
               | 
               | 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.
        
               | AlbertCory wrote:
               | You were lucky. I wish someone had said that to me.
        
             | corrral wrote:
             | I'm convinced that junior high and high school, at least in
             | the US, amount to mass child abuse. Like, structurally,
             | that's just _what they are_ , almost unavoidably without
             | totally changing how they work.
             | 
             | 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.
        
               | jjav wrote:
               | > I'm convinced that junior high and high school, at
               | least in the US, amount to mass child abuse. Like,
               | structurally, that's just what they are, almost
               | unavoidably without totally changing how they work.
               | 
               | > 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.
        
               | corrral wrote:
               | - ~8 hours in school per day, often in buildings with
               | minimal natural lighting. During the Winter, this may
               | mean almost no sunlight all day (no recess, like in
               | elementary school). Wanna make people depressed and give
               | them SAD that'll stick with them long after they're
               | adults? Just do this to them for a few years.
               | 
               | - 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.
        
               | jjav wrote:
               | Interesting response. Most of the above points sound to
               | me like saying school was bad because there were classes
               | and one had to study and do projects. I mean, sure, kids
               | would rather play all day but there's nothing bad about
               | having classes and having to study.
               | 
               | 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.
        
               | JJMcJ wrote:
               | Covid has made this even worse, as they are not poorly
               | ventilated disease pits.
               | 
               | 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.
        
               | gverrilla wrote:
               | Children and catholics are a VERY dangerous combination.
               | Please protect the infants.
               | https://www.bbc.com/news/world-44209971
        
               | jdlshore wrote:
               | It's not just US schools. I have a distant relation in
               | Norway who suffers severe bullying in her school. In
               | contrast to the Portland schools my kids go to, teachers
               | take a hands-off approach to bullying, believing that
               | it's the kids' responsibility to resolve it themselves.
        
               | akulbe wrote:
               | Portland schools _suck_. The elementary school down the
               | road from us was doing some crazy s*t a few years ago,
               | bunch of neighbors pulled their kids out.
        
               | 0x20cowboy wrote:
               | Gangs and guns.
               | 
               | 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.
        
               | corrral wrote:
               | Outright _bad_ schools in the US are _incredibly_ bad. I
               | had no idea how bad until my spouse substitute-taught at
               | a couple of them, a few years back. Like, fear-for-your-
               | life-every-day bad. Like, there 's a 100% chance that at
               | least one kid you're in class with will be in prison for
               | killing a classmate before you graduate. That kind of
               | bad. That's a whole other matter from completely ordinary
               | US schools being a very bad experience, and far more
               | grave. Those places are straight-up misery machines.
               | Shameful monuments to our moral inadequacy.
               | 
               | 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.
        
               | nineteen999 wrote:
               | > Why is that? What is different about US schools?
               | 
               | Might be tangential to your point and that of the parent
               | poster, but the threat of gun violence in US schools for
               | a start.
        
         | zac23or wrote:
         | > Gamers are the most entitled consumer group I've ever seen
         | 
         | 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
        
           | jjulius wrote:
           | The positive-to-negative comment ratio in that thread is
           | overwhelmingly in favor of positive. A couple of the top-
           | voted posts are more critical, sure, but once you scroll past
           | those it's full of support and inquisitiveness.
           | 
           | 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!".
        
             | zac23or wrote:
             | > A couple of the top-voted posts are more critical
             | 
             | A lot of people have the same critical opinion, only they
             | didn't comment.
        
               | jjulius wrote:
               | If we're going to assume that people agree with the post,
               | then we should also be assuming that people agreed with
               | OP's general tone, which really doesn't read as negative
               | criticism so much as constructive criticism. Again, OP's
               | second post was basically, "Appreciate your response to
               | my feedback, best of luck!". Heck, if we're looking at
               | "people who agree based on upvotes alone" then "This is
               | genius, because so many people have this problem," is the
               | second highest-voted comment.
               | 
               | There's constructive criticism (the Dropbox thread) and
               | unconstructive criticism (the Monkey Island thread).
        
               | zac23or wrote:
               | The tone here is controlled by the mods.
               | 
               | 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.
        
           | throwaway2048 wrote:
           | What does dropbox have to do with "open source communities"
        
             | zac23or wrote:
             | Some open source communities are worse than gamers in some
             | cases.
        
               | throwaway2048 wrote:
               | Dropbox has nothing to do with open source communities,
               | nor is HN an open source community.
        
               | 0des wrote:
               | How long until they realize they left all this
               | proprietary software open to the public
               | https://github.com/dropbox
        
         | legitster wrote:
         | I'm not sure I believe this. There is an entire industry that
         | revolves around video essays of how George Lucas personally
         | ruined childhoods. The difference is that George Lucas lives
         | behind a wall between creator and audience.
         | 
         | The difference with video games is that developers themselves
         | build parasocial communities for their games. Playtesting and
         | marketing are so interlinked.
        
         | Beltalowda wrote:
         | > I've seen it on HN also. Someone creates a thing, and then
         | people pour out of the woodwork to lump horrible criticism.
         | 
         | 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.
         | 
         | [1]: https://news.ycombinator.com/item?id=31454200
        
         | proc0 wrote:
         | The problem is that the game industry is constantly doing bait
         | and switch, at least for the last decade. They promise a great
         | product, and then the product is mediocre at best and full of
         | shameless monetization.
         | 
         | 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.
        
           | moolcool wrote:
           | > The problem is that the game industry is constantly doing
           | bait and switch, at least for the last decade
           | 
           | I don't understand this complaint. Just don't preorder games,
           | and don't buy games before reviews drop.
        
             | proc0 wrote:
             | I'm not complaining, but rather explaining why there is so
             | much controversy with every other title.
             | 
             | 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.
        
         | extrememacaroni wrote:
         | Hackernews comments are basically a concrete instance of "the
         | dogs bark but the caravan moves on".
        
         | TheRealDunkirk wrote:
         | Counterpoint: I used to feel the same way about the
         | entitlement. Then I stopped and thought about how many "hours
         | worked" the average game costs for a person on minimum wage.
         | While the minimum wage has risen dramatically in my area, to at
         | least $12/hr, with games costing upwards of $80 now, that's
         | still almost 2 full days, after taxes. It's easy to forget when
         | people on this board are probably all making at least low 6
         | figures. It doesn't forgive being a wanker about it, but it
         | does help explain the angst over wanting every purchase to be a
         | 10/10 game.
        
           | michaelgrafl wrote:
           | Being disappointed and being rude are two different things.
        
           | munificent wrote:
           | I don't think economics have anything measurable to do with
           | this.
           | 
           | 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.
        
           | burkaman wrote:
           | Nobody has purchased this game, it isn't out yet. These are
           | reactions to a freely released trailer.
        
           | manmal wrote:
           | Even more so for teenagers. They might save up for a whole
           | month to be able to afford an AAA game.
        
           | WorldMaker wrote:
           | That same economic analysis plays unfavorably the other
           | direction: games right now are among the cheapest
           | $/entertainment-hour value of any "modern" entertainment
           | industry right now. Even if you only got 60 hours out of that
           | $80 game, which is still the "entitled minimum" in many
           | gamers' minds, that still $1.33 per entertainment-hour. You
           | aren't going to find that at the movie theaters or on Blu-
           | Ray. Maybe you can find better deals in streaming: if you
           | only pay the $20/month for Netflix and maybe get 20-30
           | entertainment-hours per month you can beat that. If on the
           | other hand you like so many others are paying for more than
           | one streaming service you probably aren't anywhere near that
           | in your spend on entertainment-hours.
           | 
           | That $80 videogame can still feed (entertainment to) a family
           | of four for months.
        
             | manmal wrote:
             | Many games for $80 only provide 6-10h of genuine
             | entertainment. Playing them through multiple times often
             | gets old quickly.
        
           | m463 wrote:
           | I think the cost correlates pretty well with the effort of
           | producing the game.
           | 
           | 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)
        
           | tomcam wrote:
           | Compelling argument. Still, let me attempt a counter-
           | counterpoint: $80 games tend to give 40+ hours of play, or
           | $2/hour and the chance to play again. A movie in the theater
           | is upwards of $20 and yields maybe 2 hours of entertainment,
           | or $10/hour, and no ownership.
           | 
           | Plus in both cases you can wait a while for reviews to come
           | in.
        
             | setr wrote:
             | Movies aren't the right comparison; they're efficient.
             | 
             | 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.
        
           | bena wrote:
           | Think about how many hours worked the average game takes to
           | make.
        
         | BrainVirus wrote:
         | _> Gamers are the most entitled consumer group I've ever seen._
         | 
         | 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.
        
           | giraffe_lady wrote:
           | "People who consume games" and "Gamers" are not necessarily
           | the same group though? Just as the two groups of "people who
           | have read a book" and "people who consider themselves A
           | Reader of Books" both exist. The fact that there is a broader
           | category doesn't make the narrower one useless.
           | 
           | 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!
        
             | BrainVirus wrote:
             | _> "People who consume games" and "Gamers" are not
             | necessarily the same group though?_
             | 
             | 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.
        
               | jayd16 wrote:
               | It would be better to talk about the posting itself. Game
               | post culture seems angrier than book review culture even
               | if the community overlaps. I think this is what is meant
               | when people talk about "gamers".
        
         | lattalayta wrote:
         | I feel the same way. I think critiques and criticisms have
         | their place, but the internet does seem full of people ready to
         | complain. The quote from the critic in Ratatouille always comes
         | to mind
         | 
         |  _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..._
        
         | aidenn0 wrote:
         | Because unmoderated internet comment sections on non-gaming
         | topics are such wholesome and positive places?
        
           | BrainVirus wrote:
           | At least someone here gets it. Except the emphasis on
           | moderation. YouTube comments are triple-moderated (by
           | algorithms, by channel owners and by Alphabet contractors)
           | and still are a cesspool. Think about that.
        
             | aidenn0 wrote:
             | I added "unmoderated" because comment sections that are
             | entirely pre-moderated by a human who cares aren't that bad
             | (it's just way too much work to do so for any site that is
             | at all well known).
        
         | [deleted]
        
         | oops555 wrote:
        
         | obiefernandez wrote:
         | Apparently you haven't dealt with NFT "investors"
        
         | vasco wrote:
         | Most hours gamed are by kids, of course they're gonna be nasty,
         | have you ever seen an unsupervised kid without threat of
         | physical violence for being shitty to other kids?
         | 
         | 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.
        
           | dgb23 wrote:
           | I don't think most of these types of comments come from kids.
           | "Entitled gamer culture" seems to be similar to any kind of
           | culture around fandom, escapism, entertainment and sports.
           | Some people just love to obsess about things and take their
           | opinions super seriously, especially if they don't know what
           | they are talking about.
        
             | novok wrote:
             | I actually do think the reason why gamers tend to be
             | nastier as a group comes from them having a large group of
             | children and teenagers. The vast majority of a group are
             | lurkers, so you only need a small percentage of vocal jerks
             | to make it worse. I bet most of the jerks and trolls in the
             | gaming world probably skew younger vs. total gamer
             | population.
        
         | jayd16 wrote:
         | Its a big mix of tech-literacy, lack of empathy in anonymous
         | posts compared to in person interactions, and the main
         | demographic being in peak pubescent angst.
         | 
         | 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.
        
           | tehjoker wrote:
           | It's kind of strange. I rarely play games except a few best
           | sellers maybe once or twice a year when I binge them (eg
           | Horizon or Resident Evil). Because I see them so infrequently
           | perhaps, whenever I play a new game I am astonished at the
           | level of detail and amount of beautiful and well thought out
           | content and feel lucky to be given such a large gift so
           | cheaply (amortizing the hardware costs of course...).
           | 
           | 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.
        
           | sph wrote:
           | The Monkey Island audience is not made of teenagers. Plenty
           | of commenters on that site are fully grown 30, 40 or 50 year
           | old entitled adults. It's so easy to blame teens when many
           | people are jerkwads and get even worse as they age.
           | 
           | 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.
        
             | jayd16 wrote:
             | I was speaking more generally as to what could have formed
             | such a culture and why games might be different than
             | others.
        
         | shaky-carrousel wrote:
         | That is what was going through my mind while reading it.
         | Entitled brats. They are a bunch of entitled brats.
        
           | RajT88 wrote:
           | You can imagine a bunch of nasty teenagers posting stuff like
           | that, but fun fact: Most MI fans are likely to be over 30.
           | (Many over 40)
        
         | michaelgrafl wrote:
         | Well, they're gamers. Not that anything's wrong with playing
         | video games, but I wouldn't be surprised if they're on average
         | less mature than the general population.
         | 
         | 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.
        
           | dgb23 wrote:
           | You see the same kind of stuff from book/movie/sports fans.
        
         | headelf wrote:
         | The website is literally called 'grumpy gamer' so I'm not sure
         | what the expectation was here
        
           | WorldMaker wrote:
           | To be fair, some of this is indeed "crankiness returned"
           | given how much of the vitriol seems almost directly based on
           | Ron's older "If I..." written on a grumpy day post. Though I
           | still wouldn't wish a 100x or 1000x return on grumpiness to
           | anyone, and that seems to be the case here.
        
       | ElijahLynn wrote:
       | Verifying that we are talking to real, authentic humans is going
       | to be crucial for the future of the internet. Maybe not "real
       | name" policy but let's answer the question, "How do I know I am
       | having a conversation that is as authentic as meeting someone on
       | the sidewalk?".
        
       | floren wrote:
       | The behavior of the commenters is pretty abhorrent. It feels
       | awful to make something you're excited about, put it out there,
       | and get shit on by the people you _thought_ you were making it
       | for!
       | 
       | 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.
        
       | gorgoiler wrote:
       | It's funny because for all the focus on the graphics, for me, the
       | most exciting thing was to hear the old comedy style again.
       | 
       | Guybrush mannishly claiming his veins are flowing with stale
       | grog? Yeah right, who are ya tryna kid, kid. No wonder Murray was
       | cackling.
        
       | MBCook wrote:
       | GamerGate was just a preview.
        
       | wly_cdgr wrote:
        
       | fxtentacle wrote:
       | Oh wow. Let's hope the old saying "there is no bad publicity"
       | turns out true and at the very least, all this outrage will make
       | everyone aware that there's a new Monkey Island.
        
       | RobertRoberts wrote:
       | In the distant past (when the other monkey games came out) if you
       | loved something you could put out effort to say something nice
       | about it. But if you didn't like it, you wouldn't bother.
       | 
       | 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.
        
       | zac23or wrote:
       | In my experience, people in general have little ability to judge
       | anything. I went through some peer reviews and in one case some
       | workers did not understand some terms on the questionnaire (such
       | as "proactive"). Anyway, the most popular people get ten for
       | being proactive. The internet only make this worse, because in
       | the Internet everyone is "anonymous".
       | 
       | 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.
        
         | draw_down wrote:
        
       | WBrentWilliams wrote:
       | Going meta (note the lack of capitalization and insert your own
       | joke here) I would say that the stress of running comments on
       | your own blog, in any form, costs more most of the time as
       | compared to sending the comments to places like HN, Reddit, and
       | the like. I can see where size of concern means that you engage
       | and host comments on your own site. However, it also seems to be
       | that running a comment space in service of sharing something made
       | and/or selling a product is the equivalent of painting a wall a
       | nice, pristine white in a highly visible and accessible place and
       | then getting mad at that same wall getting tagged with graffiti.
       | 
       | 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).
        
       | DoneWithAllThat wrote:
       | Something I've increasingly felt is that nobody should feel like
       | they're under any obligation to read comments on what they do or
       | replies to what they say. In the days before the internet the
       | options for direct feedback to an author or creator were limited
       | and often the author or creator could or would just ignore them.
       | It was considered a good idea! Now people have things like forums
       | for their games or comments on their articles and for some reason
       | I don't understand feel compelled to engage with them. They
       | shouldn't. It's okay to just make what you want to make or write
       | what you want to write and ignore any and all response to it. If
       | your works are valuable and enjoyed then great, if not so be it.
       | But subjecting yourself to the most obsessive and neurotic
       | segment of your audience is just a recipe for misery. There's
       | little to no benefit to it. You don't owe anything to anyone.
        
         | wiceo wrote:
         | I agree. People who have a gripe or criticism are more inclined
         | to comment than a person who enjoys the product. It reminds me
         | of the old saying "assholes always advertise." It's best to
         | ignore or take those comments with a grain of salt. However,
         | that's often easier said than done.
        
       | frazbin wrote:
       | The art style feels like an homage to Grim Fandango, one of my
       | favorite adventure games. I don't understand the hate at all.
        
         | rasz wrote:
         | The only thing in common with Grim Fandango is universal lack
         | of human noses on all the characters.
        
         | [deleted]
        
       | causality0 wrote:
       | Is it just me or does the art style in the earlier trailer look
       | almost nothing like the style in this one? I can't say I like the
       | change. The old one was kind of cool with transparency and
       | lighting effects and this looks very flat.
        
       | mattiperakyla wrote:
       | gamers are psychos
        
         | l30n4da5 wrote:
         | I like to think it is more just a very vocal minority that are
         | psychos.
        
       | icu wrote:
       | I think you got to discount points of view from the perspective
       | of how valuable their perspective is to your goal. The problem
       | with social media and open forums is that it's not obvious and
       | takes time to figure out who's who.
       | 
       | 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.
        
         | pessimizer wrote:
         | > it seems a little childish to me that Ron just shut down the
         | haters.
         | 
         | 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.
        
       | karaterobot wrote:
       | The healthiest thing for a creative person to do is ignore
       | reviews, and not pay attention to comments about your work.
       | Mentally, and emotionally, and creatively, I mean. Your job is to
       | make things that other people can appreciate, or not, but you
       | don't need to listen to them if you don't want to. Active
       | community engagement is a fairly recent phenomenon, and it's a
       | marketing technique, not an artistic one. I'm sure it works for
       | some people, but don't feel like _you_ need to do it if it causes
       | you pain, and not, by any means, if it makes it harder to do your
       | job.
       | 
       | 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.
        
         | kemayo wrote:
         | I think Gilbert got hit hard by this because he's been running
         | this personal blog since 2004, and suddenly getting a _flood_
         | of shitty comments can 't be fun.
        
           | WorldMaker wrote:
           | Yeah, up until Return's announcement, it was a very quiet old
           | school blog with a tiny readership (raises hand), one of very
           | few left. It survived a long time without getting faced with
           | modern internet communities and Reddit/HN hugs of death.
        
       | whywhywhywhy wrote:
       | I feel bad for him, but really the problem is he's made a
       | directorial mistake and it looks like the only point it's gonna
       | click is when the sales numbers hit.
       | 
       | Will he realize his mistaken then or will he continue to blame
       | the customer?
        
         | norwalkbear wrote:
         | Exactly.
         | 
         | 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.
        
         | poszlem wrote:
         | I could not agree more. A lot of game producers get this
         | arrogant approach of: "Making games would be such awesome job
         | if it wasn't for those pesky gamers".
         | 
         | 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."
        
           | sleepybrett wrote:
           | > "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."
           | 
           | 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.
        
           | generalk wrote:
           | > 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...
        
           | eduction wrote:
           | > Ultimately the sales will tell.
           | 
           | 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.
        
           | dylan-m wrote:
           | > We have seen the same thing happen to Star Wars where the
           | legitimate criticism was painted as toxicity of the fandom.
           | 
           | 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.
        
             | bena wrote:
             | This is one area where I think Nintendo and Apple really
             | excel at.
             | 
             | 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.
        
           | vlunkr wrote:
           | I'm sorry, but getting upset about a sequel you didn't want
           | is an immature and entitled attitude. This is a sequel from
           | the original creator, not some corporate cash-in, what else
           | do you want? Ron Gilbert is not a mind reader, he can't
           | deliver on 1000 contradictory fan expectations. This is the
           | game they wanted to make, that's their right, if you don't
           | like it just move along.
        
         | generalk wrote:
         | "continue to blame the customer?" He's never said that folks
         | were wrong, or blamed anyone for anything. Seems to me like he
         | just wanted folks to not be shitty.
         | 
         | 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.
        
           | whywhywhywhy wrote:
           | Holding up the complaints of someone called "_Proud Retro
           | Fascist_" shouldn't invalidate legitimate criticism just
           | because a broke clock it right twice a day...
        
           | 4cao wrote:
           | > Take, for example, this comment by someone calling
           | themselves _Proud Retro Fascist_ : [...]
           | 
           | 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.
        
           | Tarsul wrote:
           | Yeah, that's a very harsh comment. Nonetheless, there is
           | something to be learnt here:
           | 
           | 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.
        
             | WorldMaker wrote:
             | The lead artist of Return to Monkey Island worked for
             | Double Fine previously, so it shouldn't be a surprise that
             | if you didn't like art style that Double Fine made a "house
             | style" you likely wouldn't be interested in what an alumni
             | of that art style is trying to innovate at a follow up
             | studio.
             | 
             | > 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.
        
           | djur wrote:
           | > All you had to do was make a game with an art style that
           | appeals to everyone, whatever it might be
           | 
           | 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."
        
             | 4cao wrote:
             | I understood it differently, to mean: "All you had to do
             | was make a game with an art style that does not get in the
             | way [of enjoying the game], whatever it might be."
             | 
             | I think this interpretation makes sense, since the original
             | game is primarily story-driven.
        
         | grogenaut wrote:
         | Could you summarize what you feel the mistake is? Normally I'd
         | RTFA but in this case it's a lot of arguing in threads and I'm
         | missing context.
        
           | kemayo wrote:
           | Some people don't like the art style chosen for the new game,
           | which is pretty stylized. Some of them are being extremely
           | (vocally) shitty about it.
        
         | soneca wrote:
         | No, that's not the problem. Not the problem that's relevant to
         | this discussion anyway. The problem is that people are either
         | relentlessly telling him that they didn't like the art or
         | hatefully attacking him for choosing that art style. Hateful is
         | what made him decide to close comments and not share stuff
         | anymore. But relentless, even if polite, criticism also takes a
         | toll.
         | 
         | 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.
        
         | bogantech wrote:
         | Disagreeing with the art direction is one thing but people are
         | going beyond constructive criticism by being toxic and throwing
         | personal attacks.
        
           | aliswe wrote:
           | Not to pry, but do you have any examples of this?
        
             | oneepic wrote:
             | Ron mentioned he deleted some personal attack comments, so
             | some of the closest examples are gone.
        
             | kemayo wrote:
             | The comments on the linked article feature a number of
             | examples of this, despite already having had the worse
             | stuff moderated-out. For instance:
             | 
             | > 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_.
        
             | alophawen wrote:
             | In the article being discussed, Ron writes:
             | 
             | > 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...
        
             | bombcar wrote:
             | Go read the HN comments, and then imagine what a cesspool
             | like Youtube or Reddit would do if HN itself was that
             | "down" on it.
             | 
             | Personally I think it's a better art style than Tumbleweed,
             | but I had issues with that game's story.
        
             | blktiger wrote:
             | Some references can be found here:
             | https://kotaku.com/return-monkey-island-ron-gilbert-art-
             | styl...
        
       | olivermarks wrote:
       | Good for Ron. He created the game, not the lookey loo's
        
       | branon wrote:
       | People don't like the art style. There's even precedent for this
       | in gaming, remember what happened to Mass Effect: Andromeda? Or
       | in broader media, there was a redesign of Sonic the Hedgehog for
       | the movie.
       | 
       | 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.
        
       | david422 wrote:
       | There are a few things I've learned - or not learned - from
       | releasing software.                 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.
        
         | sph wrote:
         | 6. We are not made for the Internet. It's going to be the
         | downfall of civilization.
         | 
         | 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.
        
       | vessenes wrote:
       | I don't get the hate- I like the style of the new graphics, and I
       | think they are a sensitive updating of what's good about monkey
       | island's original graphical vibe.
       | 
       | 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.
        
         | ohCh6zos wrote:
         | To me it looks very similar to Alegria corporate art which kind
         | of turns me off, but he should do what he wants and I have no
         | reason to think I should give him my feedback.
        
           | kemayo wrote:
           | I've seen people making that comparison, and it feels off to
           | me. The defining element of that "corporate" art style is
           | that it's really flat -- abstract figures with minimal
           | details and bold colors.
           | 
           | 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.)
        
       | plankers wrote:
       | I think the game looks fun :) I hope it gets a linux release,
       | unlike every other Monkey Island game.
        
         | LeoPanthera wrote:
         | The Windows version should run just fine under Steam Proton.
        
           | zack7linux wrote:
           | All the special editions weren't even updated for Windows 11
           | WDDM 3.0, one nvidia driver update broke them even on
           | windows. Not sure if they even run nowadays on latest windows
           | versions. They also removed the ios/android versions from the
           | app stores before the special edition releases. Your only
           | option is ScummVM and that doesn't support the special
           | editions. All of them are rated as broken on wine appdb. I
           | would not expect this to get Linux support, its Disney and
           | its obvious by now that Ron doesn't care about his fans so
           | there is that.
        
       | TheAceOfHearts wrote:
       | The average internet commenter is careless and dumb. I've
       | definitely made comments which I've later regretted, after
       | realizing that the author would actually end up reading them.
       | Often times comments are based on gut reactions which are given
       | after barely taking any time to consider the art. Having a bad
       | day and didn't enjoy the media quite that much, so you're a bit
       | too mean and careless in your comments. It's easy to forget that
       | there are real humans behind each creation.
       | 
       | 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.
        
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