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Thread: What makes an intelligent story/sci-fi?

  1. #11

    Default Re: What makes an intelligent story/sci-fi?

    Aahh, how I've missed the wisdom of peasant!

    Hawki does have a point that "what is intelligent" is somewhat muddied by personal preference. Even then, considering that WoL is supposed to be a sequel, a continuation of the first story, there is an inherent expectation of a degree of internal consistency and verisimilitude being maintained across the works. As has been pointed out before, there are many instances in WoL's storyline that make it feel the least realistic (relatively speaking, in a Starcraft-y way) of the three games so far.
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  2. #12

    Default Re: What makes an intelligent story/sci-fi?

    It's ok to dumb down the science in sci-fi but you just have to be careful on what you dumb down, how you dumb it down and how seriously you are taking your universe in the first place.

    For example, I think that the vast majority of players (young and old alike) don't question how actually feasible it is to have psychic powers like the ghosts do. We just kinda assume that it makes sense. But why? There is no real proof in the real world that psychic powers are possible. One of the reason is that no proper explanation was given (as far as I know). No one said something like ''well they have specials cells in their brains that send waves that modify special particles and blah blah blah''. As soon as you define something too much, we can start destroying the idea with real world logic. As long as you keep it general enough, any kind of concepts can be introduced in a sci-fi.

    To be honest, it's kinda hard to say exactly what level of generality is acceptable/not acceptable. It's fair to say that this value is closely related to the level of seriousness of the universe though. For example, I really don't care about the science behind Warhammer 40k or the Power Rangers. It's so over the top that they can do anything they want. But, I do care about the science behind a serious movie like Prometheus. At one point in the movie, they say that the android aboard their ship has studied communication techniques and (few) alien symbols so much that he'll be able to speak to anything on demand. This is completely impossible and is one of the (many) things that threw me off in this movie.

  3. #13

    Default Re: What makes an intelligent story/sci-fi?

    One integral part, I feel everyone will agree, is that a work must be consistent within itself (and ideally, within the rest of its series as well). Meaning, if X is stated as true, then X should always be true unless something comes along to change it to Y at which point Y is now true and X no longer applies.

    However, this was not achieved in WoL on multiple fronts and involving major story elements. The game, and Blizzard, makes a huge fuss about how Mengsk is a tyrannical dictator who is especially savvy at controllling the media yet throughout the game, the female UNN newscaster undermines this notioin in virtually every newscast throughout the campaign.

    Another major inconsistency is the strength of Raynor's forces. The story tells us that they are at a low point and running on fumes. Yet, are able to convincingly beat back a large Protoss fleet (commanded by its top commander, no less) without crippling themselves in the process. Yet, are supposedly unable to score a decisive military victory against the Dominion. Yet, are able to invade and launch an attack on the Dominion capital world of Korhal where their top military leaders and forces had gathered to defend it from alien invasion and to launch its military's latest super weapon. So... which is it? Are Raynor's forces strong or are they weak?

    Had these been minor back story elements for a minor background character, these inconsistencies would have been (more forgiveable). Unfortunately, the inconsistencies I just described cover central themes that are being used as the basis for the story and setting.

  4. #14

    Default Re: What makes an intelligent story/sci-fi?

    Quote Originally Posted by sandwich_bird
    For example, I think that the vast majority of players (young and old alike) don't question how actually feasible it is to have psychic powers like the ghosts do. We just kinda assume that it makes sense. But why? There is no real proof in the real world that psychic powers are possible. One of the reason is that no proper explanation was given (as far as I know).
    I think it's reflected on in Twilight how terran science (in-universe) doesn't have a bona fide explanation for psionics (in-universe). Make of that what you will.

    Quote Originally Posted by sandwich_bird
    To be honest, it's kinda hard to say exactly what level of generality is acceptable/not acceptable. It's fair to say that this value is closely related to the level of seriousness of the universe though. For example, I really don't care about the science behind Warhammer 40k or the Power Rangers. It's so over the top that they can do anything they want.
    I dunno. W40K is over the top in a sense, but it's consistant over the top...ness. It's an iffy example to use as I'd cite it as an example of science-fantasy rather than science fiction though. Its lack of scientific explanations also works on a thematic sense, as while they're not entirely absent, they make sense thematically in that humanity doesn't even understand much of the technology it operates, even worshipping it in some cases. W40K is over the top, but I'd still call it a serious universe.

    As for Power Rangers...yeah. You know, although I've appreciate PR series that have had a more serious tone (e.g. RPM and PRIS), no-one could accuse the setting of being a serious one. I'd still classify it as another science-fantasy example though, as it has elements of both, the amount of both varying per season, sometimes with one being completely absent. I'll accept that in the PR universe, the moon has a breathable atmosphere. What's harder to get my brain around is why the villains only send out one monster at a time...

    Quote Originally Posted by sandwich_bird
    But, I do care about the science behind a serious movie like Prometheus. At one point in the movie, they say that the android aboard their ship has studied communication techniques and (few) alien symbols so much that he'll be able to speak to anything on demand. This is completely impossible and is one of the (many) things that threw me off in this movie.
    That actually didn't bother me too much. It's a stretch, but it's a stretch that's required for the plot to work. Likewise, I'll accept that a black goo can do its stuff because it's plot-relevant as well, lack of explanation aside. The most I got miffed about the science in Prometheus was the notion that the mala'kak and humanity are 100% identical on the genetic level. From a scientific standpoint, it's bogus. From a plot standpoint, it's unnecessary. You could have a lower percentage and still get the point across. Works on the plot level, works (more) on the science level.

    Again, Prometheus is a case where lack of consistancy bothers me more than realism, namely why mala'kak lore is retconned into the Engineers. But at the end of the day, it was the directing and characters/lack of development for them that shot down the film for me more than anything. Scientific accuracy can add to a story, but it's never been a make or break for me.

  5. #15

    Default Re: What makes an intelligent story/sci-fi?

    Quote Originally Posted by Hawki View Post
    What's harder to get my brain around is why the villains only send out one monster at a time...
    It wasn't only one monster all the time. Also, if this does your head in, how about the villain never trying to create a monster that is invulnerable to the super-duper mega-attack that invariably kills so many previous other monsters as well? Oh, Rita Repulsa, will you never learn?
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