So it’s about 100 years in the future and computer security boils down to typing in the four-digit number that everyone wears openly on their nametag. I’d love to denounce this as ridiculously goofy and unrealistic, but… I’ve heard worse.
The com center has an interesting little activity for the player. You call all of these different stations. Sure, the game could just list them all is UNAVAILABLE or whatever, but instead the player is allowed to call each one in turn. This is the equivalent of the slow camera peek around the corner in a scary movie. Information is gradually revealed.
It’s the kind of thing that polarizes the experience. If you’re into it, the suspense, curiosity, and anticipation will heighten your enjoyment. On the other hand: If you’re not into it, it makes everything worse. If you know there’s no monster around the corner (because, being genre-savvy, you know this isn’t the right point in the movie for a reveal) then the agonizingly slow reveal of nothing will try your patience and make you want to shout snarky comments at the screen.
EDIT: This entire comment thread of psycho-analyzing Mumbles is some outrageous bullshit. It’s fine to say something makes you uncomfortable. It’s not fine to get judgmental. Comments closed.
MMO Population Problems
Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?
A look back at Star Trek, from the Original Series to the Abrams Reboot.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.