Oriebam
Formerly M4AE1BR0-something
- Joined
- Jul 6, 2011
- Messages
- 6,193
click his post number, that should do itHIVER LIVES!
brb guyz, need to check something
:10 seconds later:
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click his post number, that should do itHIVER LIVES!
brb guyz, need to check something
:10 seconds later:
This member limits who may view their full profile.
This is the most reasonable post in the entire thread.Complaining about the lack of W2 news: good.
Complaining about the involvement of some scientists: bad.
If you build a world based around hard science, your gameplay can't throw hard science out the window. Gameplay and setting have to reinforce and justify each other, at least in a narrative game.
other than, I guess, sparing the writers the time of going on Wikipedia to give their made-up technology a veneer of reality.
Way to miss a point. They are not supposed to learn something unrelated or be universal experts. They are supposed to do what they are already good at doing to relieve the game designers from trying to do it ineptly.No, they lack time, ability to look at stuff from tens viewpoints at once, quite a few of which are generally honed by working in the field, they lack mental capacity to learn a crapload of unrelated stuff at a whim and keep it for indefinite amount of time, and they lack formal education to adapt what they learn to fiction they create.
First - have you ever met a PhD? They're not super-humans with the ability to "learn a crapload of unrelated stuff at a whim and keep it for indefinite amount of time." They've studied something a lot. Something very specific. This is important, but it does make them an expert on everything - in fact, if your hobby is reading about another area of science, chances are you'll know more about the subject than they would.
Internet search is not interactive and can't react to context. Consultant can be told what you're trying to do and adapt his knowledge and abilities to the situation.Second, the writers job will be to adapt what they learn to fiction. If they can't do that, than it makes no difference if they learn it from the PhD's or an internet search. Hiring a consultant won't solve this problem.
Quite the contrary. A lot of guys doing hard SF have either scientific background themselves or are in touch with some expert.Ever read hard science fiction? Especially some that came out in the last decade? Those guys have a good grasp of what's possible, and they didn't need to hire a consulting company.
I don't know what Fargo has in mind, but it won't take me long to produce list of some glaring examples of dumbfuckery that could be completely avoided by having person with right kind of scientific knowledge in the right place at the right time:Such as? Give me an example of an idea that you'd need to hire scientists to check on. "For example, if Fargo wants to include ______ in the game, but wants to know what they'd need for ____________."
So, consider this: we are given the toolbox of an infinite number of genes found in nature, a plasmid to carry any number of these genes, and Adam to differentiate into any cell or tissue imaginable. You create a thought out process that, despite being far from any reality, makes sense. Imagine how a plasmid like "electro bolt" could have actually worked by differentiating Adam into electrocytes (muscle-like cells found in electric eels) using genes from electric fish engineered into plasmids. On their own these cells create about 0.15 volts but in unison and acting at a high frequency electrocute and stun unsuspecting Splicers. Sounds silly? Researchers are already keen on sequencing the genome of the electric eel to better understand how the animal already is capable of this.
Some plasmids would have easily unraveled in interesting ways to function biologically such as symbiotic relationships that allowed harboring and weaponizing bee swarms. However, other 'plasmids' were the result of giant leaps in logical steps to empower players with immolating fireballs, and freezing ice jets. I don't like splitting hairs on a would-be science fiction, but it should be noted that there is no shortage on the biological phenomena that could have offered players the same pleasures of setting people on fire or strategic escapes (teleportation) from danger.
Similarly, new game mechanics could have been introduced by known genes and functions from 50-year old science text books. Why not borrow the glow of firefly luciferase to introduce flashlight mechanics commonly found in the survival-horror genre? Imagine hearing Subject Delta/ Jack breathing in deeply to circulate the required oxygen to catalyze the activity of luciferase. After a few deep breaths, the character's fingertips start to glow green and slowly light up the poorly lit corners of Rapture.
Got that? Getting powers through Adam - plausible. Shooting lighting bolts and swarms of bees? Plausible. Shooting fire? Implausible (because biological creatures don't emit anything flammable like methane). Instead the player should be able to glow in the dark. Only after he takes a couple deep breathes, though - you know, realism.
Way to miss a point. They are not supposed to learn something unrelated or be universal experts. They are supposed to do what they are already good at doing to relieve the game designers from trying to do it ineptly.No, they lack time, ability to look at stuff from tens viewpoints at once, quite a few of which are generally honed by working in the field, they lack mental capacity to learn a crapload of unrelated stuff at a whim and keep it for indefinite amount of time, and they lack formal education to adapt what they learn to fiction they create.
First - have you ever met a PhD? They're not super-humans with the ability to "learn a crapload of unrelated stuff at a whim and keep it for indefinite amount of time." They've studied something a lot. Something very specific. This is important, but it does make them an expert on everything - in fact, if your hobby is reading about another area of science, chances are you'll know more about the subject than they would.
Internet search is not interactive and can't react to context. Consultant can be told what you're trying to do and adapt his knowledge and abilities to the situation.Second, the writers job will be to adapt what they learn to fiction. If they can't do that, than it makes no difference if they learn it from the PhD's or an internet search. Hiring a consultant won't solve this problem.
It's as if you'd say that doctors are obsolete because everyone could just google the symptoms, then treatments and treat themselves accordingly. What a fun way to revolutionize medicine.
Unlike writing, making games is a collective effort, can you guarantee that all your designers, programmers, writers and asset creators have the knowledge necessary to not durp it up horribly? Can you spend time either overseeing every single one of them all the time instead of doing your work OR testing everything they make? Can you spend time and resources on having them scrap and remake shit all the time?
Also, there is one tiny detail - there are things people think they know, ideas people think are familiar to them and so on. They more often than not don't, they more often than not aren't. You won't be looking up shit you think you know. A person who really knows it and can slap you upside the head in your critical moment of dumbfuckery is invaluable.
I War 2: it's a newtonian spasim and works more or less like a newtonian spasim should, however:
- the AI is hopelessly broken when you expose it to actual newtonian flight (can't pursue fast flying objects, even inert ones, it's hilarious), if the game had a tester of consultant to the tester with some physical knowledge it would never have been flagged as working.
- early in game some derpy mission designer decided it would be great idea to have you stopped by the police in mid-system. If there was a consultant around, they could have told the guy that it's derpy and pointless, powering engines down would be enough.
- nieghbouring systems in the same clusters have derpy, menaningless colourful skyboxes drastically different from each orther, if the game had astronomy consultant (as was the case in Homeworld) much better looking and cohesive backgrounds would be made.
- stealth system is an awkward, unintuitive clusterfuck. If there was a science consultant on board, it wouldn't have been.
Deus Ex: Human Revolution: It's evident they had consultants (and good ones too) for their augs. It's evident they had no consultants for genetics (Evolushun! DNA! Next step in human evolushun! Mutagens! I'm sorry I took your DNA!) and for predicted impact of transhumanism on society. Victim? The entire fucking plot.
Speaking of consultants, they also could have talked a bit with some actual ex-SWAT dude to save me rolling my eyes at people scolding me for blowing away some shitstain holding a .357 to woman's head. Yeah, I know, not scientist, but still.
Fallout 1: Maybe if there was a science consultant on the team they would be able to come up with some flaw in Master's plan that would be a bit less fucking obvious than "supermutants r sterile lololol" which made master look like a fucking moron and the science specialized high int protagonist like, at best, an inquisitive high school kid.
Mass Effect: The entire series.
System Shock 2: Plot was broken, but I'm not sure how to fix it. Nanites description was terribad, though.
Nearly all space games:
Pretty much any game where you have anything with some sort of RL counterpart can benefit from a consultant. Pretty much any time you have to spice some detail up you ccan do better with a consultant. Your fantasy has retarded 100kg swords? Consultant. Your fantasy has modern multiracial societies without good reason? Consultant. You can block .50BMG with a stack of cardboard boxes? Consultant. You have green glowing radioactive goo? Consultant.
Seriously, reality is like a huge mine of raw consistency waiting to be extracted, refined, molded into parts you need and put into your fiction. All you need is take a consultant and give him a pick.
So, in other words, garbage in, garbage out?
How very surprising.
If anything this shows the need of having the consultant before you embark on the path of dumbfuckening and decide, for example, that you want to have a magic system powered by genes.
Really? Well... if you only written that... but maybe youre writing for telepaths who can see what you actually mean.Like I just said, it wasn't an example of a setting damaged by applying science consultants to it, it was an example of a game changed to appease different people than the fans of the original.
Good then we are both in agreement that we want the game to have the pulpy, crazy and sometimes even stupid kind of science fiction that made the original?Furthermore, dumbass - i never said wasteland specific setting should be changed or that it will be changed. Quite the bloody contrary.
Oh, so there is a point about science damaging setting, mood and fiction too. - good to know, and it "might go" eh? Well, what a catastrophe that is!If so, do you disagree with my points about how bringing in a science team might go against the mood and feel of this kind of fiction?
I leave out the rest of your post because I don't think you really made any points there.
sure buddy! Ill get right on it!If you feel I haven't answered what you said, feel free to repeat.
Yes. Do you?Do you not see the difference between "shit that makes sense" and science-approved?
No need to tell me, ive contributed and approved of both of those threads.If there are orcs in the game, I don't need to read an explanation of where the orcs come from. I want the orcs to do more than stand in the middle of en empty cave waiting for attack whoever crosses the invisible line. I want them to be a part of the motherfucking world, have a place in it, have relationship with other races that goes beyond some NPC telling me that orcs ate his grandma as a reason for me to kill them.
If there is magic, I want mages to do more than kill monsters with magic missiles and fireballs. I want it to be integrated into the setting, which isn't rocket science.
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.
Learn to read words, bro.
Seen any coins with a face of Brian Fargo on one side, lately? (the book talks about subjective views of reality, different for different protagonists, among other things, for those that dont get the reference)Read the last fucking sentence one more time.
the difference between "shit that makes sense" and science-approved
Way to miss a point. They are not supposed to learn something unrelated or be universal experts. They are supposed to do what they are already good at doing to relieve the game designers from trying to do it ineptly.
It's as if you'd say that doctors are obsolete because everyone could just google the symptoms, then treatments and treat themselves accordingly. What a fun way to revolutionize medicine.
Quite the contrary. A lot of guys doing hard SF have either scientific background themselves or are in touch with some expert.
Unlike writing, making games is a collective effort, can you guarantee that all your designers, programmers, writers and asset creators have the knowledge necessary to not durp it up horribly? Can you spend time either overseeing every single one of them all the time instead of doing your work OR testing everything they make? Can you spend time and resources on having them scrap and remake shit all the time?
I don't know what Fargo has in mind, but it won't take me long to produce list of some glaring examples of dumbfuckery that could be completely avoided by having person with right kind of scientific knowledge in the right place at the right time:
I War 2: it's a newtonian spasim and works more or less like a newtonian spasim should, however:
- the AI is hopelessly broken when you expose it to actual newtonian flight (can't pursue fast flying objects, even inert ones, it's hilarious), if the game had a tester of consultant to the tester with some physical knowledge it would never have been flagged as working.
- early in game some derpy mission designer decided it would be great idea to have you stopped by the police in mid-system. If there was a consultant around, they could have told the guy that it's derpy and pointless, powering engines down would be enough.
- nieghbouring systems in the same clusters have derpy, menaningless colourful skyboxes drastically different from each orther, if the game had astronomy consultant (as was the case in Homeworld) much better looking and cohesive backgrounds would be made.
- stealth system is an awkward, unintuitive clusterfuck. If there was a science consultant on board, it wouldn't have been.
Deus Ex: Human Revolution: It's evident they had consultants (and good ones too) for their augs. It's evident they had no consultants for genetics (Evolushun! DNA! Next step in human evolushun! Mutagens! I'm sorry I took your DNA!) and for predicted impact of transhumanism on society. Victim? The entire fucking plot.
Speaking of consultants, they also could have talked a bit with some actual ex-SWAT dude to save me rolling my eyes at people scolding me for blowing away some shitstain holding a .357 to woman's head. Yeah, I know, not scientist, but still.
Mass Effect: The entire series.
System Shock 2: Plot was broken, but I'm not sure how to fix it. Nanites description was terribad, though.
Nearly all space games:
Pretty much any game where you have anything with some sort of RL counterpart can benefit from a consultant. Pretty much any time you have to spice some detail up you ccan do better with a consultant. Your fantasy has retarded 100kg swords? Consultant. Your fantasy has modern multiracial societies without good reason? Consultant. You can block .50BMG with a stack of cardboard boxes? Consultant. You have green glowing radioactive goo? Consultant.
Seriously, reality is like a huge mine of raw consistency waiting to be extracted, refined, molded into parts you need and put into your fiction. All you need is take a consultant and give him a pick.
If anything this shows the need of having the consultant before you embark on the path of dumbfuckening and decide, for example, that you want to have a magic system powered by genes.
gee... what a comprehension failure...They should have hired me. I could have told them that Psi isn't real.
Writing a book is not overseeing a massive software project.Being in touch with an expert is not hiring a consultancy company.
If you have to do something slightly unusual that will be natural for someone with any sort of physics education?The hell? You need a PhD to tell you that the AI is screwed up?
It does sort of work. It's just retarded and doesn't mesh well with everything else.That the stealth system doesn't work?
Actually, yes, having to work without Nu-Poz would likely end up with more convincing treatment of augmentation problems than "Augs are like drugs!!!1".You're wrong. According to Thwacke!, this was the real problem with DE: HR: "However, you can see one problem with the Deus Ex interpretation of biology here; if glial scarring happens after neurological injury to stop regrowth, why do people regain motor control and sensation after nerve damage to limbs, fingers, et cetera? It's because in the peripheral nervous system, the glial make-up is a little different; different types of glial cells help out after an injury, allowing axons to re-grow and make functional connections. So for anything outside the brain and spinal cord: no astrocytes, no "glial tissue build-up", no Neuropozyne necessary, no problem. This means the peripheral augs (see image below) would be a-okay without Nu-Poz."
Damn, should have hired those guys.
1. Would be better without without some misaimed asspuled piece of fiction eclipsing the actual societal problems. Could also tap into fears more familiar to at least some of the players - backdoors, corporate monopoly, closed market, maintenance. The problems you can have with your computer except then it would be a computer built into your body and controlling some of its functions.Mary DeMarle said:Including the concept of Neuropozyne in the game did help us to exacerbate the social divides in the game... but it was also important for several other story reasons. First, it gave us a way to clearly illustrate Adam's uniqueness. Second, it made for a cool side quest. And third, it allowed us to make some nice tie-ins to DX1 and a certain drug company that's run by Illuminati members…
Without having the consultant they would probably have ended like Techland's Chrome, with neat 3D graphics showing pistons moving inside your arms and shit (when reviewing your augs). And it would be lulzy. And shit.the article said:And the writers cared enough about scientific accuracy to consult with Will Rossellini, founder of MicroTransponder inc. and a neuroscience PhD student, who has said about his role: "When I volunteered to be a science consultant in 2008, I said, 'Let's imagine where today's research can go in 20 years'... A lot of that science is intertwined with the plot and explained within the game." Demarle has confirmed the importance of Rossellini's scientific input: "Will came along... and ended up opening our eyes to things that we didn't even dream possible." At the same time, "This is a game, so there are certain things that we want[ed] in it that are just wild... We did take some liberties with some things, knowing that we could turn to [Rossellini] and have him... help us make it sound more credible"
Fortunately scientists tend to be smart enough to recognise part of the premise. Unlike you.They should have hired me. I could have told them that Psi isn't real.
Writing a book is not overseeing a massive software project.
If you have to do something slightly unusual that will be natural for someone with any sort of physics education?
It does sort of work. It's just retarded and doesn't mesh well with everything else.
Without having the consultant they would probably have ended like Techland's Chrome, with neat 3D graphics showing pistons moving inside your arms and shit (when reviewing your augs). And it would be lulzy. And shit.
Fortunately scientists tend to be smart enough to recognise part of the premise.
Mary DeMarle said:All that being said, while continual improvement toward better science in games is both necessary and appreciated, a perfectly accurate game is limited in its freedom to create a novel and exciting fictional world. A careful balance must be struck between realism and fantasy, with scientific accuracy as an ideal, but not always as an attainable goal, especially when story is such a high priority. In a post by lead narrative designer Mary DeMarle intended to justify the inclusion of Neuropozyne in HR, she said, "Including the concept of Neuropozyne in the game did help us to exacerbate the social divides in the game... but it was also important for several other story reasons. First, it gave us a way to clearly illustrate Adam's uniqueness. Second, it made for a cool side quest. And third, it allowed us to make some nice tie-ins to DX1 and a certain drug company that's run by Illuminati members…"
Why does that science need to be stupid?
Did original really had stupid science? - was it actually stupid, like directly offensively stupid - and that was its point - or it had crazy, pulpy science! - ?
And did Thwacke say they will "regulate and smoothen" that "mistake" of the original - or did they actually say they they build on and do their game related work - based on each setting?
Oh, so there is a point about science damaging setting, mood and fiction too. - good to know, and it "might go" eh? Well, what a catastrophe that is!If so, do you disagree with my points about how bringing in a science team might go against the mood and feel of this kind of fiction?
It might go against something, wow!
Lets all run in circles and scream!
(and you have to ask me am i against it? )
One more thing - how does bringing in science team harms the mood or whatever of any setting?
Take Anachronox - one of the pulpiest and craziest games existing.
It has a cutscene specifically focused around the point of there being no friction in space.
It's main plot is built around.Relationship between density, expansion rate and ultimate fate of the universe
Besides, it's not like scientists are humourless androids speaking in monotone and incapable of comprehending such concepts as "fun" or "premise".
Quite a few have played D&D, read good and bad fantasy and Sci-Fi and generally have done all kinds of stuff.
They can understand what you want to do with your game.
Some may even play it, younger generation ones may have played and enjoyed its spiritual predecessor too.
But they can also notice problems and potential improvements you don't, because they fall in their field of expertise.
Umm...that's actually exactly what I do, and I can avoid going to the doctor usually half the time. The other half of the time it's because I need something I can't do myself, like antibiotics or surgery. But even then, I almost always know what's going on.
Great, man, all humanity's problems are solved through the internet. No more research needed, no more work needed. We can all sit back and live through the power of the almighty internet. Fuck those brainiac losers with their brains and shit. Who needs them.
Seriously, this argument gets more and more retarded.
I can't believe people are actually demonizing intellectualism and praising this voodoo "whatever works, dude" mindset. Fucking dark ages, I thought they were over.
Which is just a wild statement completely unsupported by anything at all. In the whole multiverse.This kind of pulp is best when it has minimal editorial intrusion.
Where you again completely fail to understand the most basic statements given by thwacke and Fargo - which claim completely different things (for example "making sure there is no scientific flaws" is completely fabricated by you and VlaDislav) - and then you go on the same old track of "things might go wrong therefore they will go wrong".Too much worrying about making the work something more legitimate, like making sure there are no obvious scientific flaws - can help drive the designer away from his own good points, can shift the focus of the work somewhat to a direction that was never the point of the game or story or whatever it is we are talking about.
That doesn't affect IF you should put scientific correctness in, just where you can stick it.One more thing - how does bringing in science team harms the mood or whatever of any setting?
Like I tried to explain there, these are the kinds of stories I think one must have a really light hand with the editorial control, lest you spoil what makes them awesome.
Ok, so maybe pulpy isn't the word, but it is to the highest degree absurd. It's a game where your party is joined by an alcoholic balding superhero (spandex, cape and all) who punches shit with comic-like effects, and that's after it's been joined by a pathologically democratic, planet (shrunk to roughly your size). It's a game where your spaceship gets captured by a comicbook supervillain and all narration switches to fucking bubbles.It's a game where there are relics from the previous big bang and big crunch cycle that give people magic powers.Sorry, DraQ, I haven't played much of Anachronox. Still, the game seemed to be much too sophisticated from what I heard to really be pulp. Maybe we are using different definitions of that word?
If you want to read "look into your own problems sometimes" as "fuck those braniac losers," well, that is something special.
That's how you make it sound, though, since inXile asking for scientist advice is such a horrible thing to do.
It's not a horrible thing to do. It's an unnecessary thing to do (in a game like WL2) that doesn't bring anything interesting to the table.If you want to read "look into your own problems sometimes" as "fuck those braniac losers," well, that is something special.
That's how you make it sound, though, since inXile asking for scientist advice is such a horrible thing to do.
The question is, what does it bring to the table?By VD's logic, if a game has, I don't know, faster than light travel then who gives a shit if it has a real star data? It's already WACKY!
It's not a horrible thing to do. It's an unnecessary thing to do (in a game like WL2) that doesn't bring anything interesting to the table.If you want to read "look into your own problems sometimes" as "fuck those braniac losers," well, that is something special.
That's how you make it sound, though, since inXile asking for scientist advice is such a horrible thing to do.
It's not a horrible thing to do. It's an unnecessary thing to do (in a game like WL2) that doesn't bring anything interesting to the table.If you want to read "look into your own problems sometimes" as "fuck those braniac losers," well, that is something special.
That's how you make it sound, though, since inXile asking for scientist advice is such a horrible thing to do.
How do you know it "won't bring anything interesting to the table"? You don't know anything about the game!