pinback wrote:Look, just take the door out of the game. Nobody likes futzing with shit that doesn't need to be there, even though as implementors we all agree it's cool.
If you aren't a beta tester you'll never see the game; it's of absolutely no relevance to you.
If you do end up playing this game and you don't want to use the revolving door, don't. It will have no effect on the story.
It just happens that department stores routinely have revolving doors and I wanted to put one in to flesh out the story and increase realism. No, it doesn't
have (or "need") to have a revolving door, but I think it works in the context of the story.
Hell, if we want to argue the point, every single thing that's in a game 'doesn't
need to be there,' it's a plot point the writer adds or a part of the story the writer chose to insert.
Tripkey, the story I created, also doesn't
have to have a bathroom, sinks with running water, a TV set in the living room, a <s>fuse</s> breaker box with switches that actually turn things on and off, central air conditioning in the building, or a courtyard outside of it, but I think these extra items add some character to the story and increase the 'immersion effect' of being in a game.
Games that don't have occasional red herrings or things not strictly necessary for the game tend to be kind of boring. Half-Life 2 has scenes and dialog unrelated to the game's purpose of allowing Gordon to stop or reverse the Combine's takeover of Earth.
One part where Dr. Kleiner is announcing in his broadcast that now that the Combine (reproductive) suppression field was down (thanks to Gordon, of course) it might be a good time to take advantage of this (to repopulate our species) before it was restored. Alyx looks at Gordon and says, "Is Dr. Kleiner telling us to 'get busy'?"
Starcraft II: Is there any reason the <s>borg queen</s> err I mean <s>hungry animals queen</s> oh wait, <i>Zerg queen</i> has to be protagonist Jim Raynor's (ex-)girlfriend? He could be just as dissatisfied with life and worn out from the Zerg just from having fought them as much as being severely depressed because his lover Sarah was "assimilated." But they probably felt it adds a level of complexity to the backstory to eventually end up with a confrontation ala Data meeting the Borg Queen in
Star Trek: First Contact.
Only what happens in
Starcraft II will be more personal since the Borg Queen had no personal connection with Data; he has no emotion and she was a stranger meant he had no feelings about her and could not care less about her extermination. However, this personally connection that does exist between Jim and Sarah Kerrigan will make the meeting between the two of them more personal and the outcome more of an effect upon Raynor than was the effect on Riker when Riker has to attack and eventually rescue Picard after the Borg assimilated him into Locutus. Riker was able to save Picard; I doubt Raynor will have any choice except to kill his ex- when they meet on the battlefield.
Is there any reason Jim Raynor's saloon needs the trick neon signs I noted ("U pay ray", etc.) months back when I reviewed the game, or the jukebox in the corner? He's so far out in the boondocks (especially when "the boondocks" can be several
million years from the center of civilization!) that his jukebox being broken would be a reasonable point, if it even had to
have a jukebox.
No, the game's designers added a working jukebox, with playable music - which has absolutely no effect on playing the game - just as scenery. As I have done with the working revolving door.
"When I die, I want it easy and peaceful in my sleep, like my uncle.
Not screaming and crying like his passengers."