3 days ago

Criticism, and why it is not bad. (Article)


This is something I always wanted to talk, because it has become common that people think that criticism is an act of nonsense "hate", or that people critique others to be "destructive".

Why I want to talk about this? Because in the past days and specially today on both Twitter and Game Jolt, there are people who are allergic to the minimum criticism, and on Twitter it's worse, because a very well known Spanish youtuber is doing terrible stuff JUST BECAUSE CRITICISM OF THEIR A.I. GENERATED GAME.

I think people should change that mentality, specially we, as artists and game devs who are often the target of critiques. So bear with me to find out what I try to say.


First of all, let's see what Google has to say about the concept of criticism.

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"Analysis and judgement of the merits and faults of a literary or artistic work".

With that established, criticism is not being toxic, it's not being hater just because, and criticism is actually something positive.

Sr. Pelo has a good video about "opinions", although I disagree with the idea of "destructive criticism". Criticism works as feedback, whether it uses bad words, or it mocks aspects of a work, and if the faults all are true, it doesn't make the criticism "bad".

I know this because my works always received criticism, whether it was good or bad. For example, on Newgrounds I would post an anime girl, and it would be drew so poorly that someone would comment on my drawing and say the horrible truth that no artist likes to hear:

"LOOKS STIFF! TRACES LOOK AWFUL! BAD PROPORTIONS".

The real comment was more structured, and it was formal. I could have ignored, blocked, ran away, but I decided to give it a read, even though I knew it could harm my feelings, but... once I finished reading I felt good! I was able to see my mistakes and get better drawing. It was that so that time later, the user would comment back in another drawing to mention I did get better.

Very recently, Depraved (very popular channel, check it out) took a look in one of my works and pointed out mistakes, and I am so grateful that he did accept, because I was able to see narrative plot holes, unnecessary stuff here and there, and thanks to him I try to make my work as logical and consistent.


"Criticism, take it or leave it?"

It is true that we, as the criticism subject, can listen or not to it... But here is the thing: if the criticism has good points, and doesn't have bad intentions, why ignore it? Are you afraid of breaking your bubble? If that is you mentality, then don't expect to get any good.

One thing is to ignore what nonsense haters say. Haters may just go to your comments to say bad things with no fundament, and you can even criticize these haters back! I'd say it's better to take good criticism and prioritize those against the hate.

Imagine if Manuel Genaro (creator of Five Nights at Maggie's) decided to ignore the criticism. With that mentality, he would have stalled, but no, he decided to keep improving.

Cubic-like characters? Improved models for FNAM Reboot! Boring rip-off of FNAC? Let's create something original!


If criticism is good, why is it a problem for artists and devs nowadays? The objective of criticism is to give feedback and nothing else, but happens that people tend to be really really proud, and won't listen.

This post has the intention to deliver a message for both critics like me, and game devs like me:

For critics: I encourage to be as respectful as you can be. Remember that some game devs here are younger blood, so of course their perception may vary. Some may feel proud as I said, but it's on them if stall or advance.

For game devs: don't perceive criticism as something bad. Some may use it to attack you, but others really want to see your project improve. Stall or advance.

Remember that FNAF was born because of both, a large trajectory of failures and criticism.

Without criticism, everything would be mediocre.

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