Well sure, if you're a AAA studio developing bleeding-edge Xbox360/PS3/PC games that squeeze every drop of performance from the GPU (Carmack's area of expertise), your technical choices are going to be very different from those who are developing less graphically-intensive games for iOS/Android/PC/Mac.
I suspect the latter group is better represented on HN. And for those, OpenGL ES is almost certainly the best choice.
In case it's not clear: I wasn't passing judgement, merely explaining the situation and weighing up the advantages of the various approaches. For iOS, Android and Mac, OpenGL is pretty much the only choice, and sticking to the subset that is OpenGL ES even on the Mac is sensible if there's a chance you might want to port. That said, if your needs aren't such that you need close-to-the-metal access to the hardware, you may well be best off using one of the many inexpensive third-party engines altogether.
Well sure, if you're a AAA studio developing bleeding-edge Xbox360/PS3/PC games that squeeze every drop of performance from the GPU (Carmack's area of expertise), your technical choices are going to be very different from those who are developing less graphically-intensive games for iOS/Android/PC/Mac.
I suspect the latter group is better represented on HN. And for those, OpenGL ES is almost certainly the best choice.