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DeGave's avatar

At our restaurant, we have customers and anti-customers. A customer is a person who eats any old slop or even any substance of any kind on a plate. However, if you get an anti-customer, they make edible things part of their identity. When you serve them slop that gives them food poisoning, or you change your old menu of burgers and replace it with a menu of broken glass, they, they ... sort of go out of their way to, like, make people aware you serve broken glass. It's very frustrating.

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Rick O'Shay's avatar

Exactly.

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Lankester Merrin's avatar

Did he just discover one of the age-old marketing truisms? 'A satisfied customer will tell a friend about your product; an unhappy customer will tell nine.'

Well, congratulations, David, on finding out how customer-focused companies work. Better late than never, I guess. But you still have some way to go before you accept the reality for what it is without seeing it as a personal affront.

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ShootyBear's avatar

He verbalizes the truth of success and then goes “Nah!! Do not want!”

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Scott Waddell's avatar

There's a "Scroll of Truth" meme in the making. 😀

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SK's avatar

I think he's right that some people develop a cult-like devotion to their favorite games/movies/etc. However, if there are anti-fans that want to send creators a message then it makes sense that there are also anti-creators that want to send The Message to fans. It's a struggle between creator and consumer, and I lean towards the idea that the paying consumer has a right to reject anything a creator makes that offends them. Being vocal about offense and rejection of a product is free speech, IMO. It's like he only wants vocal reactions from people who support his creative choices.

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Mr0303's avatar

It’s called commenting about a product. If you have elements that are terrible like wokeness and anti-customer business practices, those being known to the general audience will be detrimental to the game. The easy solution is to not put those in and thus you won’t have anti-fans.

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James Taylor's avatar

They'll never learn. It's always the customer's fault.... we just want BAD games to fail.

It's called negative reinforcement. Simple concept, but apparently not for the game industry. :-/

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tim's avatar

what he said is true

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