Thats why actual science, and hard Sf should be done by experts in the field, professionals. Instead of some delusional wannabies who can come up only with shitty examples.
There is the example right there
My point was simply that,
Your point was false and irrelevant. Plus based on incorrect example. You tried to argue that employing science in games can be bad because bethesda made fallout 3 worse with applying science (which is ofcourse dependant on sane, analytical, logical and honest reasoning, among other things) - which is an oxymoron!
while you think that pulpy, crazy science fiction may not cut it anymore, and needs to be updated,
- and on selectively taking parts of the whole answer and jumping to crazy ass conclusions, such as thinking or trying to imply that i think "that pulpy science fiction should be updated". (i guess taking more sentences together overflows the ol buffer ey?)
I guess you mean as a whole.
I can only applaud to such majestic delusions.
And if you mean to say that i really mean to say that wasteland pulp fiction setting should be updated - presumably into some kind of science....- youre stark raving mad.
What i said there. All of it. The whole paragraph together.
Was given as an example of answer to the question of VD saying "what makes it better? why do we need it at all?"
So i gave an example.
It seems VD thinks that fantasy settings should follow more logical, realistic consequences of technology or magic available, regardless of how fantastic a certain ability or technical wonder is at question.
But when it comes to sci-fi then ....he has some kind of problem of understanding words.
On top of basically just inventing what something they said actually means, like some crazed conspiracy theory looney, and it always actually means exactly opposite of what Fargo and Thwacke are saying.
In fact, I love this kind of thing, and I would hate to see it thrown away from the sequel.
And who said anything about throwing it out of the sequel?
:looks a bit back:
You know, I haven't ever built a world with the help of a research team, so yeah, don't know if they would really get in the way or not. But I can't help but think that stuff like the original Shadowrun, or Gamma World, or Metamorphosis Alpha. I just don't see those games becoming what they are, or were, at any rate, with a team of scientists trying to smooth the "lore" and what not.
And this ... smoothing...
Can you tell us how smooth it will be actually?
:rofl:
here is Vince decrying how magic doesnt have good explanations and plausibility in fantasy
http://www.irontowerstudio.com/forum/index.php/topic,1431.0.html
1. The Nature of Magic.
This would seem to be the most fundamental of questions, but many RPGs simply gloss over it. "Magic is a mysterious energy which can do anything, thus it can be used to justify anything we want to throw in the game, hooray!". The problem with this approach is that unlimited freedom isn't necessarily desirable. Writers and designers know that sometimes the most interesting ideas arise from imposed constraints.
And reminiscing on why there are no crystal ball networks:
http://www.irontowerstudio.com/forum/index.php/topic,675.0.html
Magic of magic
What comes to mind when you think about magic in RPGs? Medieval Europe-like place with pointy hats wizards firing brightly colored "magical" projectiles at various creatures. That's all magic is apparently good for as it doesn't seem to offer any benefits to the setting, local industries, and the player.
You don't see wizards transporting goods and golems employed on construction sites. You don't see improved communications ("Crystal Ball News Network"?). You don't see anti-magic defenses and I'm not talking about protection against fireballs. I'm talking about protection against enemy's wizards entering towns and opening portals for troops waiting a thousand miles away. What you do see are firebolts and fireballs, ice storms and chain lightning, magic missiles and meteor swarms.
The problem is that magic is not integrated into settings. It exists in vacuum, nothing more than a meta-gaming feature with the single purpose of providing the player with a different, more colorful way to kill things. At best we are offered creative explanations of magic and its origins, but gameplay remains the same.