Quote from PuddyI haven't seen it but me and my sister talked, and laughed, about how it feels like a sci-fi writer pulled this wonky sci-fi premise out of his/her ass under the false assumption that it would be "fascinating" or some shit.
Pretty much
It also feels like the author designed this universe (or plot) from the bottom-up. It's kinda obvious that he/she came up with some "cool" ideas and then tried to shoehorn them in or made everything else adapt to those things rather than building something believable and seeing what you can do with that kind of universe. "Aw yeah, Harry potter sorting hat. Cool, I gotta have that. Hunger games is kinda cool, I'll use some of that stuff. Add a heroine that is struggling with some trials. Dayum, so much depth. I'll piece it together and BAM... masterpiece."
It's stuff you have to deal with a lot in level design when you have conflicting design ideas. For instance when someone says you NEED to have this exact thing happen in the level but you're struggling to make sense of it cos it doesn't fit in whatsoever although you admit that in itself it's quite a cool sequence. So you end up building everything around it to make sense of it and in the end it makes the whole thing worse cos you're scrapping or alternating your intro and outro sequences too much. I think he/she fell in love with some of the ideas/concepts but just isn't a strong enough writer to look at the big picture and glue it together or make sense of it... Basically not good at killing his/her darlings for the good of the whole.
/More rant xD I kinda wanna discuss bottom-up versus top-down design in video game design with you people now ![]()