@Terley: You are right, but what do we do with Helm then? We should prolly add a disclaimer to the front page along the lines of:
"Warning! This website contains Helm, who is able to give you great criticism but has a habit of feeding on human flesh"

@AdamAtomic: Well, there are POSITIVE and NEGATIVE motivation. Positive motivation is when you need encouragement to press on. Negative motivation is when you need difficulties to keep your will going. Generally people tend to fall into on category or another. Regardless of that, I personally believe that negative criticism has a higher constructive value, cause ppl tend to know what they do good and need help in perfecting the things that they don't. There's always someone better at something than we are, and it does us good to keep people like that around.
@Helm: The death of the scene, an essay. Coders, a pivotal demoscene 'class', have always been HIGHLY COMPETITIVE. This is more or less what created the scene in the first place. Graphicians (official term) and musicians were rarely so much focused on "bigger, faster, better, more", which is easily understandable cause art is harder to compare. The shift in the scene came about with the changing of the profile of people who comprise the scene. Around the mid-nineties, even the demo parties were shifting more towards Doom tournaments than scene-related competitions. These gamers also became the majority of the audience. PC never had the kind of community interaction that Amiga or C64 had, although (and perhaps because) it had a lot more people involved. It maybe became too easy to make drop shadow and lens flare logos, manipulate scans, or make techno music; let alone code without real hardware restrictions. The scene effectively 'died' when it became flooded with these lukewarm (at best) 'efforts'. Towards the turn of the century, the PC had sort of a demo scene renaissance when a new aesthetic arose, regardless of the fact that the scene was creatively 'dead' for a while already. Unfortunately for us, this new aesthetic was visually almost exclusively clean-cut (and VERY avant-garde) design, and pixel art such as pixel logos were very rare.
The scene always had it's cave-ins, most notably lousy public taste (naked chicks and dragons, anyone?), but this is probably true with any community that encompasses a large enough crowd. Even on PJ, where all the members are supposed to be artists, there is more appreciation for flashiness than originality.
I noticed before that in contemporary pixelling circles, there is a tendency to reference the demo scene in a negative context, but I must say that it pretty much shaped my tastes visually and musically, enabled me to get in touch with some great people from around the world long before internet made that a common practice, and helped me 'find my place' and set some sort of personal goals. It was immensely gratifying, and I can only those years of free-flowing creativity with the hippie revolution

If I ever say that something is scene-ish, it is usually in a very positive context.