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Joined 2 years ago
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Cake day: October 28th, 2023

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  • The first season of Lower Decks alone makes a few very big and weird errors for the sake of causing some story conflict.

    For instance; officer replicators adding garnishes to food. Except we’ve always know that the food you create out of a replicator can be programmed to be whatever you like it to be. Any replicator can also be used to generate tools, or weapons.

    Which brings me to that other ship that has these newer model tools… And one of the characters stole a bunch of them. Clearly that tool isn’t a classified prototype, otherwise why wouid a low ranking crewman know about it and how would he be able to steal a whole lot of them? So if he really wanted one, why didn’t he just pull up the file in a replicator and just… Replicate one?








  • There is no open world that is too big. They can only be too small.

    However, the quality of an open world is not predicated on the size of the open world, but rather what is actually in it.

    And this doesn’t mean that open worlds must be drowning in content, as the quality of the content itself also matters, and certain worlds that are large and empty can still be interesting due to its traversal being good, or the sandbox nature of a large empty world.

    Some of the worst examples of open worlds are the kind that are just filled with isolated little fetch quests; busywork that’s all marked on the map with no element of organic exploration. Or the kinds of open worlds where nothing actually happens “organically” without the player starting it.

    The best kinds of open worlds are the ones that emphasise exploration and/or have background systems governing the world in some way (i.e. factions that interact with each other without the explicit involvement of the player).