Edit Is there an award for shortest top post? I choose then thematically Two Tribes, by FGTH, but none is all that you can score.
Modifié par frypan, 01 juillet 2012 - 06:33 .
Modifié par frypan, 01 juillet 2012 - 06:33 .
sporeian wrote...
I wanna go to your college...NOW!
Fapmaster5000 wrote...
frypan wrote...
And the fact is, good magic always has a decent stab at a set of principles that guide it within the story - think L Sprague de Camp and his Incomplete Enchanter books.
If its there in game or story it needs a good explanation for its non use. Hence the problem with an AI not using its ace up the sleeve from the get go. The whole reason it hadnt is as weak as the hero who blunders along refusing his powers, or the "it will draw the attention of the enemy" guff used to create obstacles to victory.
There is a phrase about magic in stories that I picked up over the years, and I cannot remember its source for the life of me, but I must give credit to some unknown author. The concept, paraphrased, is this: "The degree to which the magic system must be understood is directly proportional to how relevant it is to the hero resolving the conflict."
This basic concept lays out that magic can be unknown, unexplained, and crazy, but the more it approaches two points (used by the hero, resolves the conflict), the more understood it must be. Take some examples: Lord of the Rings does not need to explain its magic system, since it is not the solution to the main quest, nor is it used by the primary heroes. Gandalf does something and something happens, but it really doesn't solve the issue at hand. Frodo still needs to hoof that damn ring to Mordor, and Aragorn needs to have an army.
Likewise, Lovecraftian horror stories do not need to explain their magic, as the magic is not solving the problem. Magic is, by design, unknown, horrifying, and alien. It is there, it does something, and bad things happen. There may be a clever "oh, this lever makes the color green", but no explanation is ever required for why. It is, in fact, discouraged.
Now, if the magic is being used by the villain, and the hero must counter that magic, then it becomes necessary to explain. It moves up on those sliders, as, even though the hero's not using it, it's still relevant to the direct conclusion of the story. Consider, in a very basic form, the end fo The Lion, the Witch, and the Wardrobe. At the end, Aslan is killed and then resurrected because of an incorrect use of magic rules, andbecausethe player behind Aslan was a rules lawyering munchkinbecauseJesusthis understanding of magic rules directly predicates to the conclusion, even if it is only elucidated ex post facto.
In more modern fantasy, such as The Wheel of Time, the reader is given a very moderately deep understanding of the rules of "Channeling", including what men do, what women do, the way certain powers work and interact, et cetera. This is because several viewpoint characters use the magic, and it is directly tied to the primary conflict and (inevitable) conclusion to the series. The magic is both used by the hero, and used to resolve the conflict.
This can be appied to Mass Effect, where the "magic" of soft sci-fi (props to CGG for her breakdown of soft and hard a few posts back) is DIRECTLY tied to the hero resolving the plot. Shepard (or the Catalyst, whom I now believe is the true protagonist of at least ME3 *see other rants*) must use the space magic to resolve the Reaper problem (or Organic/Synthetic problem, if you ask Starby). Because of this, the slider of "how much does this need to be explained" is slamming into the "in totality" side of the graph.
This is why many demean it as magic, but, like CGG said, it's more accurately described as ****** writing.
CulturalGeekGirl wrote...
I'm trying to come up with other situations where science (and not social science) is actually the solution to the problem of a piece, and I really can't think of many outside of Hard SF. Even in old Star Trek episodes where technobabbling the maguffin is the "solution" to whatever the most immediate danger seems to be, the focus of the narrative in question was usually something else entirely.
Modifié par drayfish, 01 juillet 2012 - 10:10 .
Modifié par SpamBot2000, 01 juillet 2012 - 11:33 .
NobodyofConsequence wrote...
Man, this thread moves a long way in a day!
Have a few people to reply to from the looks of things, will get to that soon, but just want to throw in a thought that occurred to me earlier. The only reason why the Catalyst exists is to attempt to resolve the Reapers motivations for the player. This is a mistake, IMO, and I feel the story would actually have been stronger if their motivations were to have remained unknown, as had been hinted at throughout the series.
Anyways, more later, but wanted to get this down in print before I forgot it.
deliphicovenant42 wrote...
NobodyofConsequence wrote...
Man, this thread moves a long way in a day!
Have a few people to reply to from the looks of things, will get to that soon, but just want to throw in a thought that occurred to me earlier. The only reason why the Catalyst exists is to attempt to resolve the Reapers motivations for the player. This is a mistake, IMO, and I feel the story would actually have been stronger if their motivations were to have remained unknown, as had been hinted at throughout the series.
Anyways, more later, but wanted to get this down in print before I forgot it.
In support of this thought I can definitely say that while watching the "Best seats in the house" scene, and thinking I was just moments away from credits, the furthest thing from my mind was "I wonder why the Reapers created the cycle?" Sure ending there would have still left the ending rushed and not totally satisfying given the build up over the years, but the last thing I was looking for at that moment was for someone to explain anything else about the Reapers.
CulturalGeekGirl wrote...
You don't read a lot of more serious SF, do you? Have you ever read Red Mars, Beggars in Spain, or a Fall of Moondust? How about Always Coming Home?
Hard SF usually doesn't break the laws of physics as we know them... it instead draws upon what we expect to be possible in the future based on what we know at the time of writing. For instance, there's nothing in the laws of physics that says we can't develop a supertube material that could be used to make a space elevator. In fact, everything we know about physics suggests that this is very likely possible... we just don't know the techniques required to do it yet. The same thing goes for a world where all energy used for every day life is produced by solar, wind, and hydroelectricitly, so all fossil and biofuels can be focused entirely on building things like space elevators and then getting stuff to Mars.
Kim Stanley Robinson's Red Mars is a good example of mordern hard SF. It's a story about the colonization of Mars where every piece of technology mentioned is just a more active, more durable, or more powerful version of technology that already exists. Technology that allows us to go faster than light is none of these things, and it actively violates known laws of physics.
We could probably go to Mars right now. We don't because it's too expensive and we haven't yet solved the problem of getting the person back to earth. But if we sent an astronaut with the idea that he would get to Mars, and not come home, we'd be able to get a man on mars in less than twenty years. The problem is a psychological one: while many people would be willing to volunteer for such a one-way trip, it's uncertain that we as a country would be able to cope psychologically with the idea of leaving them there, even if they chose it.
There's a difference between "breaking the laws of physics" and "doing things that we strongly believe will be possible soon, but that are not possible yet." The laws of physics forbid FTL. They don't forbit a more efficient and energy-dense fuel than is currently known. In fact, they mostly imply that such things ARE theoretically possible.
You could explain the green beams in soft-SF-Star-Trek-style technobabble. I'll show you, using only technological concepts present in Mass Effect or other soft SF. The energy beam does not change anything by itself, instead it signals the release of nanomachines that use tiny, single-particle eezo cores to travel faster than light to every planet and ship in the galaxy. Once there, they instantly transmit a code that is an upload of Shepards consciousness and morals to any proximate synthetics. They also are capable of infusing themselves into any organics, at which point they begin to reproduce, their programming combined with the knowledge of different races stored on the citadel allowing them to customize themselves to provide optimal benefit to all different races and species.
There. I explained Synthesis in soft-SF cliches. It's not any less dumb. It's not any more scientific.
Telekinesis isn't science, either, thought it's a soft SF standby, whether it's the force or biotics or families of psychics who live on asteroids and are used for intergalactic transportation. It can be present in soft SF, because the purpose of soft SF is usually to tell a story with spaceships in, or to examine social structures in a new and interesting environment. I love SF stories that contain telekinetics, but they are never and cannot be "hard" SF.
I also love fantasy, and if you have any level of critical thinking or understanding of how fiction works, you'll realize that "it's magic" isn't a valid answer to any question either. It's exactly the same as if someone asked me how the green beam worked and I said "It's science." Unless you're talking about a comedic or cartoon world, in which case "it's magic" works interchangeably with "it's science."
See the Hitchhiker's guide to the galaxy for the "it's science" version of this. See especially the explanation of the "Bistromathmatic Drive" quoted here.
Modifié par NobodyofConsequence, 01 juillet 2012 - 03:10 .
deliphicovenant42 wrote...
NobodyofConsequence wrote...
Man, this thread moves a long way in a day!
Have a few people to reply to from the looks of things, will get to that soon, but just want to throw in a thought that occurred to me earlier. The only reason why the Catalyst exists is to attempt to resolve the Reapers motivations for the player. This is a mistake, IMO, and I feel the story would actually have been stronger if their motivations were to have remained unknown, as had been hinted at throughout the series.
Anyways, more later, but wanted to get this down in print before I forgot it.
In support of this thought I can definitely say that while watching the "Best seats in the house" scene, and thinking I was just moments away from credits, the furthest thing from my mind was "I wonder why the Reapers created the cycle?" Sure ending there would have still left the ending rushed and not totally satisfying given the build up over the years, but the last thing I was looking for at that moment was for someone to explain anything else about the Reapers.
Agreed.In support of this thought I can definitely say that while watching the "Best seats in the house" scene, and thinking I was just moments away from credits, the furthest thing from my mind was "I wonder why the Reapers created the cycle?" Sure ending there would have still left the ending rushed and not totally satisfying given the build up over the years, but the last thing I was looking for at that moment was for someone to explain anything else about the Reapers.
Instead in ME:Wildhide wrote...
Limitations > Powers
Modifié par SHARXTREME, 01 juillet 2012 - 05:07 .
delta_vee wrote...
@deliphicovenant42Agreed.In support of this thought I can definitely say that while watching the "Best seats in the house" scene, and thinking I was just moments away from credits, the furthest thing from my mind was "I wonder why the Reapers created the cycle?" Sure ending there would have still left the ending rushed and not totally satisfying given the build up over the years, but the last thing I was looking for at that moment was for someone to explain anything else about the Reapers.
I wonder if there's another way to violate Sanderson's first law the other way, where providing more understanding than is required at the critical time damages the narrative as much as withholding it.
<snip>
In all honesty, a humanoid alien has about as much plausibility as any other alien design that someone could come up with. Since it's really hard to create in an absolute vacuum, 99% of the time all of the alien designs someone has will be based on earth analogues, no matter how hard they try (your imagination needs a reference level, so to speak). And since alien environments are radically different from earths, anything that anyone can come up with is about as likely as a Turian.
Modifié par delta_vee, 01 juillet 2012 - 05:25 .
Wildhide wrote...
Fapmaster, you might be thinking of Brandon Sanderson's Laws of Magic in writing.
Sanderson's First Law of Magics: An author's ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.
And
Sanderson's Second Law can be written very simply. It goes like this:
Limitations > Powers
Or, the limitations of a magic system should always be greater than the powers.
I love Sanderson's writing and I think he makes very strong points about magic/science and how it's understood in the context of a story and how that relates to how the audience will accept it.
In order news, I've been lurking on this thread a while, the only reason I come to BSN anymore. I adore reading all the insight and discussion folks have. It's a pity the writers at Bioware aren't at your caliber.
Modifié par SHARXTREME, 01 juillet 2012 - 09:58 .
Modifié par generalleo03, 01 juillet 2012 - 10:45 .