So if they didn’t like your movie the movie probably is bad. But don’t listen to them about what they would change about the movie. They don’t know anything about the creative process.
The gist of the conversation was about TV execs giving all sorts of bonkers notes all the time that are usually terrible. This writer tried to think about what might have triggered the exec to make a note. Maybe the characters are not engrossing enough, or the plot is too complex, or the dialogue isn't snappy enough. If the exec had been engrossed in the story they wouldn't have made a note. This writer rarely implemented any note from an exec, but did make all sorts of changes in and around noted sections.
https://imgur.com/gallery/producers-memo-to-speilberg-during...
“Behind the note”, it’s about emphasizing the goofy fun of the film, rather than the genre elements, and in that it’s right on.
However, the maker has tried many things, and among them will be things which are obviously bad (to anyone) if you actually try it.
Story time: in 2008, I went to the big board game fair in Essen and got to try the then-new game Dominion. I think most people who did, knew that this game was going to be hugely popular and influential, which it was. Donald X. Vaccarino is a really, really good game designer. And sure enough, it spawned the genre of deck building games, games where you build a deck as you play (as opposed to collectible card games, which are an important ancestor). But the first few attempts to adopt improve on the formula were pretty lousy.
What's interesting is that Donald X. posted dev diaries, writing at length about what he had tried and rejected. And although I'm pretty sure he did not follow the Dominion-likes closely (the dev diaries may even have been written before many of them), the things he'd tried and rejected were exactly what the Dominion-likes tried to add as their twist. Multiple currencies, like Thunderstone had, he'd tried rejected because it was too high variance. "Pick one of the cards on offer" like Ascension had, he'd also tried first, and found that the game was deeper and more fun if everyone had access to buy the same cards. (The "Pick one of three" mechanic would turn out to work much better in solo/computer games, however, as Slay the Spire's success is proof of!)
Fan-modded games are often great fun if you're seriously into a game. But they're rarely better if you've never played the game.
I would propose as a heuristic that for the early stage, when your product relies on true-fans, you at least consider the content of a complaint more and don't just treat it as a signal that something somewhere is wrong. Bringing it back to the OP, I'm sure this is what Card did himself.
smells like LLM
Smells like not adding value to the discussion.
The slightly inflated rhetoric whose tells are false contrast and unnecessary parallelism let me know that a human did not spend time writing that comment. Why should humans spend time reading it?
"It felt too long" was right. The solution was not to make the story shorter. The solution was to look at the parts that felt long, and believe that feedback.
If you're building something, and your users tell you it's complicated or it's slow or it's not useful, they're right! The fix may or may not be to make it simpler, faster, or more useful. Maybe it needs to be organized better, or to create deliberate moments of action, or to be used at a different time. The problems are real, but the obvious solutions are not always right.