They Play to Win. You Just Play to Enjoy.
I want to talk about something that I think is one of the most important dynamics in entertainment right now, and almost nobody frames it correctly. This isn’t a rant. It’s a structural observation about how two groups of people behave differently and what it means for the market.
Non-leftists will support projects made by leftists if they enjoy the work. This happens constantly and nobody bats an eye at it. Conservative, libertarian, apolitical — whatever label you want to use — these consumers watch movies from directors who openly campaign for causes they disagree with. They play games from studios whose leadership posts things they find ridiculous. They read books by authors whose personal politics are the opposite of their own. If it’s fun, if it’s well made, if it entertains them, they buy it. The creator’s politics are secondary if they’re a consideration at all.
That same courtesy does not flow in the other direction. Not at any meaningful scale. The moment a creator is identified as anything other than left-leaning, a segment of the market activates to delegitimize their work. It doesn’t matter if the product is completely apolitical. It doesn’t matter if the work contains zero political messaging. The mere association is enough. If the wrong people like it, if the wrong audience supports it, if the creator is suspected of holding unapproved views, the work gets reclassified as right-wing, problematic, something that supporting says something about you.
And it goes beyond boycotting. Boycotting is a consumer choice and everybody has that right. This is active campaigns to deplatform. Pressuring retailers and distributors. Lobbying other creators to distance themselves. Building a social cost around engaging with the work so that even people who might enjoy it think twice because they don’t want the headache.
This asymmetry is how they win — and I don’t mean that with admiration. I mean it as a structural observation. If one side consumes good work regardless of who made it, and the other side actively sabotages work based on who made it, the side doing the sabotaging has outsized influence on what gets made, what gets platformed, and what gets supported. Creators and companies start factoring that in. They stop asking “is this good” and start asking “will this attract the wrong attention.” That calculation, over time, shapes what gets greenlit, who gets hired, and what stories get told.
One side is playing as a customer. The other side is playing to get over. And that gives them more structural power even with fewer numbers because they’re willing to use tactics the other side won’t. The best thing any creator can do is what we’ve done at the Rippaverse — build directly to your audience, don’t depend on them for validation, and make the work undeniable. The asymmetry is real. Pretending it’s equal on both sides is either naive or dishonest.
