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Cake day: June 12th, 2023

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  • The overall Rutherford arc was less successful. I guess they seeded it previously, but I always just assumed his implant was on the fritz, so it was odd to see him suddenly blaming the ship.

    I am at a loss as to how Rutherford’s implant could be flexible enough to function as part of his brain in day-to-day life, and yet somehow be incapable of helping him solve engineering problems on an old ship? Is there some kind of weird DRM installed that prevents it from opening schematics older than a couple years? Or is all the data on California class systems stored in a file format that they latest and greatest starfleet tech can’t open? Both of which would be rather colossal failures of Federation computer tech.


  • This was a pretty solid episode with some very good jokes (the thing about creating a warp field with one nacelle was fantastic, for example), but I left feeling underwhelmed because of the bizare “the first officer is two LTJGs” thing. Lower Decks has had a shockingly strong track record of not doing things that strike me as immediately stupid, but this is really silly. “Ransom must be pulling another twisted prank, because he’s not this bad at his job” level silly. I think it’s still better than promoting Tilly to XO, but that’s a bar I had hoped this show would remain well clear of and a close shave is disappointing.

    I think I understand why they did this: there’s no obvious non-specialist XO candidate of an appropriate rank in the main cast (arguably Shax, but he’s “only” a LT and does not seem ready for the job), and they didn’t want to just trot out a handwave and say they’ll be picking up the XO at the next starbase or something. I’d also theorize that they had planned to have two more seasons in which to work Mariner and Boimler into positions where they might actually make sense for an XO billet. But they aren’t there yet, and they both know it.

    Also, gosh would that alternate universe explorer thing have been useful in DISCO S3. And probably Prodigy too. It’s also a dangerous can of worms to open for future stories, because having reliable access to random slightly different universes, apparently at different points in their timelines, is incredibly useful for both anticipating and solving problems in the “prime” universe. There’s also cool stuff they can do with it and I’m sure they will, so I’m trying to keep an open mind.

    Finally, props to them for coming up with a more plausible reason for our heroes to literally save the universe: because someone connected to them got unwittingly thrown into a position of enormous influence, and deliberately picked them. It’s Zeus and company antagonizing Hercules, not Michael Burnham being central to solving five (?) entirely unrelated but galactically significant disasters, apparently by pure chance.








  • Ahh yes, Civ IV. From ye olden days, when the dev teams cared about such weird and obsolete ideas as testing the game before release, or creating an interface that tells the player what the fuck is actually happening. Or useable asynchronous multiplayer, or an AI with enough of a clue to play the damn game competently… I could go on.

    Some people apparently liked V’s whole “don’t build too many cities, we don’t want to have an actual empire here” deal, which definitely isn’t my thing but does create less micro. But most of the mechanics were reasonable and the UI shared more or less enough info to follow along. They also opened up the code after the final expansion so modders could do some really great things.

    IV had a lot of really good ideas, and zero polish. The current version of the game is laden with silly bugs, ride with bizarre balancing choices, and hideously opaque with simple questions like “how much research have I put into this tech”, “how much production overflowed off this completed build”, and “how likely is this unit to kill this other unit, vs simply damaging it.” They haven’t opened up the code to modders, nor have they put any effort into fixing these frankly silly errors themselves.

    Civ IV is great because of relatively simple mechanics which allow a lot of interesting choices in how to construct and develop your empire. It accentuates this by getting all the boring stuff right: bugs are few and minor, the interface is communicative, etc. it’s not perfect in either regard, and yet somehow it far exceeds its successors in these simple categories. This is how you make a good turn-based 4X game actually fun, even with 2005 graphics.

    And yet, V and VI sold extremely well, and VII seemingly will as well, despite inevitably being a grossly inferior product at release which will be dragged most of the way to a truly finished state over five years of patches and DLC.

    I guess this is very “stop having fun meme”, but why the hell are the only games in this genre (of all genres) trading balance, bug fixes, and comprehensible interfaces for fancy graphics? Is it really not profitable to make a game like Civ IV in 2024?