People make fun of vi because it’s hard to get out, but it says right there: “esc : w q”. Whereas getting out of emacs apparently requires the gradual realization over the course of decades that all of your heroes are monsters and the ideological basis of the liberatory movements you championed in your youth are inherently flawed, and they are futile exercises
This is a joke, but only because you still don’t actually get out of emacs after all that stuff
OK so it's fun to be snarky, but, I do legitimately think that Emacs has a lot of interesting ways to think about text and interactive programming, and new people *should* immerse themselves in it and learn it. The community is far less toxic than it once was. But it's hard to get excited about it and advocate for it when it's dragging around *so* much baggage, not least of which in the form of its founder
@glyph When I was at CMU, some folks were still running the predecessor to GNU Emacs, which was written by alumnus James Gosling. It was a rewrite of the original Emacs by Guy Steele and David Moon, and was the version that brought Emacs to Unix and made a Lisp-like machine a key user-facing feature. Systems as successful as Emacs are almost never one person's work, though it's not the only such system where someone who came in later often gets retroactively credited as sole inventor or founder.

@JMarkOckerbloom my favorite example of this: https://www.ign.com/articles/2001/11/12/deus-ex-2

"'There's a tendency among the press to attribute the creation of a game to a single person,' says Warren Spector, creator of Thief and Deus Ex."

Deus Ex 2 - IGN

Not only did the original Deus Ex walk away with our own Game of the Year Award; it even managed to snag the same honor from our readers. By all accounts Warren Spector's open-ended take on action and role-playing games was a huge boost for the industry. The fact that it was set in a dark, conspiracy-laden context didn't hurt either. Now Warren Spector has moved out of the project director's chair in deference to Harvey Smith, the lead designer from Deus Ex. Warren's taking a bigger role in overall studio development now. Although he still gets his hands dirty, he's spending more and more time trying to cultivate teams that can work on different games simultaneously. He sees the studio as the source of several new immersive games -- games that don't hardcode solutions to every situation. Warren's dream is to create a game that functions very much like real life. In other words, he wants to simulate worlds, not puzzles.

IGN