A general problem with any kind of creative development community is that people don't usually agree about what they want to make. Not everybody has a specific idea of what they do want to make; some people "know it when they see it", some people have multiple specific ideas, some people just want to make something in a particular genre or using their favorite trope. If you took 30 random non-pro game developers and let them all pitch their ideas to each other, then vote as a group about which one idea to make, the voting would very likely be all over the place, with the most popular idea receiving 10 or few votes, far less than a majority. If you tried to combine the two or three most popular ideas to get one super-popular idea it probably wouldn't work, because those few most popular ideas would likely represent completely different kinds of taste in games.
This is natural human behavior - why is it a problem? Because those 30 people will end up making nothing even though they undeniable have the skills and time between them to make a game.
So what I was wondering about today is, the way we encounter game concepts and form our first impressions of them. Sometimes I can read only a paragraph of description and be strongly put-off by a concept, usually because it reminds me of a previous negative experience. Other times I can read 5 paragraphs and still have no real idea what the game concept is, so I have no reason to like it. Maybe the most common scenario is when I am reading along thinking "okay, kind of interesting ok, EW!!!" That's basically the same as the first scenario, just that the part that triggers my disagreement isn't right at the beginning. I imagine this concept-evaluation process is similar for you all?
Finally the actual question - if you read enough about a game concept to decide you dislike it, can anything change your mind and make you like it instead? Is there any style of presentation or choice of what info to include in the presentation that makes you more likely to become enthusiastic about a game concept? Or conversely, anything people should avoid in their presentations if they are trying to get you enthused about their concept? And more abstractly, do you think this issue is a political, advertisment, or artistic ideals/taste issue?