Okay, but that part of the audience seems to be a minority, and a heterogeneous one, just as you say. The sci-fi setting is mostly a means, not an end, used as a set-up, for example because it is exotic, as a means to achieve alienation or to generate some credibility for a fantasy idea.
I also don't know of a story that used a scientific revelation as the climax (well, not counting MEEM, see below).
I can't think of many either, probably because it's not ideal to put the "scientific" revelations directly at the end of the story (I wouldn't have done it in MEEM either, that was just because of modding constraints). Usually, you will find those kinds of "more technical" revelations just before the last act of the story starts, the reason being that it gives the protagonist(s) enough time to act on what they learned. If you take that into account, ten there are many SciFi stories that work with this idea. Just as an arbitrary example, one of my favorite TV shows is called ReGenesis and they do it in almost every episode. It may not be for everyone but then, what is?
The "wow" aspects in the original ME:3 ending were supposed to be on a moral and emotional level: The reapers aren't evil (just not empathetic), they have a higher goal that concerns all life, and all possible ending choices have objectionable consequences (which, as you know, was reversed by the EC, for which synthethis is supposedly objectively the best, but the idea was clearly there and is a good one). A "bugfix" for the ending would remove or replace the metaphysics that destroys credibility, but retain these as the central ideas.
Now I know why you wrote MEEM the way you did, and if we had been script doctors at BioWare in 2011, this would have been my main point of criticism
: That it does not simply replace the broken metaphysical sci-fi elements (and the catalyst character) with much more credible ones (and a more credible VI), but moves them to the center of the stage, where they also supersede the ideas that were supposed to engage players on a moral and emotional level.
Maybe, although I don't quite see what emotional aspect you really loose there. The catalyst in the original ending still doesn't bestow some emotional value on the premise, it's still just an exposition device, just for different exposition IMO. Shepard's possible actions and consequences also stay basically the same. But I will agree that the drama was not my first concern when writing the mod. That however may have been my fault alone because you can indeed combine great drama with complicated plots I think. It's difficult but it can be done (I'll have to point toward ReGenesis again, seriously, watch it
).
Do you like "The Physics of Star Trek", then?
But isn't that proof that this technobabble is just an arbitrary plot device like applied phlebotinum? "Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device", see http://tvtropes.org/...liedPhlebotinum.
Ronald D. Moore decided for this very reason to get rid of it for "Battlestar Galactica", and I tend to agree that this was a good decision
I think one of the Star Trek producers or show runners once answered the question "how does the warp drive work?" with "good, thank you very much". In the same sense, the very topic of this thread is probably off-topic from the point of view of the writers, because the ending never was about engaging people with the question whether or not the sci-fi metaphysics that sets the stage is credible or not...
Honestly, it's been ages since I watched TNG or read anything about it. But back in the nineties I did have one book about the physics of Star Trek and I loved it. ![]()
I guess the point is that "good" technobabble should not be arbitrary. If you assign certain aspects to, say, the use of antimatter for example (needs to be kept within force fields to prevent it from reacting with matter uncontrolled and explode, needs to react in a controlled way in a dilithium crystal matrx to generate power, is still a valuable recourse that is tough to generate in special facilities, etc.), than you need to stick to it and if you can base your technobabble on real science and theoretical concepts as much as possible except for the few freedoms that you allow yourself to put the fi into scifi, then all the better. If the author bothered to put that much detail into their lore, they should not be afraid to have their characters use them in dialogue. And don't worry about that snappy producer, as long as the writers (and - if they have them - their science advisers) know how they imagine the warp core to work and the associated rules, that's enough. ![]()
Of course you can skip it. In BSG no one cares how the ship jumps, it just does. I don't dispute that this works. Personally, I find it less to my taste though. I watched BSG and I liked it mainly for it's visuals and some of the characters. ST:TNG, I liked despite the fact that it barely had any fancy visuals (until late in the series) but rather because of the premises of the plots.
Mass Effect is a bit weird in the sense that it kind of caters to both audiences. If you just play the game, it's more like BSG. But then, there is also the layer of the codex and galaxy map descriptions which go more in the TNG direction. That is something, only an interactive medium can do, where the audience can choose which parts of the content they want to consume and which they want to skip.
If we consider the codex side of things, I definitely did expect a science related revelation and solution but if we consider the purely action and character focused game narrative without that background, a purely emotional and dramatic climax would have been appropriate. Unfortunately, I think the catalyst as it is in the original ending doesn't really satisfy on either count. It fails to generate a plausible pseudo-science scenario and it also fails at generating a scenario that emotionally resonated with me.





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