Um. Not at all what I meant. Just that the people who seem to be enjoying it the most (or at least talking about it the most) are the ones trying to constantly convince everyone else that it's shit.
I mean, I don't know about anyone else, but when I'm following a game in development, see some stuff that really turns me off, I stop following it. I don't keep posting about it all over the place if I am genuinely not interested in playing it. It's like, if you go to a restaurant and hate the food, sure, post a bad review on their web site or whatever. But who keeps going back to that restaurant every day and loudly complaining about how the food tastes bad?
It's a real case of "you get what you expect" from those videos, I think, and Jim seemed to be trying pretty hard to be unimpressed. Especially with stuff like saying, that he feels like he's seen everything, that there's no greater mystery out there, that everything is flat and lifeless... and then five minutes later talking about the hidden obelisk he found hinting at the secret history of one of the two species he'd come in contact with. Or complaining about the tiered detail fade-in as if that wasn't less jarring than Minecraft-style total pop-in from "nothing" to "everything" all at once? o.0
e: I mean, I can't speak for anyone else here, but I didn't want a linear predefined story. I wanted a galaxy I could go fuck around in. I wanted a modern space-pilot-sim that didn't fail at every turn or charge original backers double price for the full set of content when everyone else had to pay once. That had more interaction than "shoot things" and "sell things through an abstracted interface" at the same one of two or three identical space stations in every system. This is already a step beyond that, and mediocre details + content are frankly better than nothing. A lot of what he was saying is another way of phrasing what I said about imagination: if you're willing to immerse yourself, it'll work. If you're going in prepared to hate and nitpick, it probably won't.