Apparently it was hard to miss.
Or you just weren't paying attention.
No, it was that it wasn't an important detail to me.
You truly did. In fact, three times now.
Warp drive: the fictional technology that allows ships to travel between stars at speeds faster than we really could
Deus ex machina: travel times being inconsistent for that technology.
I don't agree with that.
Which means that it isn't a deus ex machina but simply a storytelling element as I said.
I really think you just can't understand this concept.
No, I understand it perfectly. I just don't agree with
your labeling warp drive as a deus ex machina.
A deus ex machina is a storytelling element! It's just one that doesn't make consistent, logical sense. They're generally frowned upon, but mostly depending on the level of the logical leap.
You're confusing a storytelling element with a
plot device. Warp drive does
not resolve storylines no more than a transporter or any other science-fiction element does. Yes, they're fictional inventions that enable our heroes to move to their destinations within a story extremely quickly, but magically solve a story, they do not. Frequently, they
break down or simply can't be used when our heroes need them the most.
But I guess by
your definition, a starship in general would be a deus ex machina, and if that's the way you feel about it, fine. I just see stuff like warp drive as standard tools of the trade, especially in Star Trek.
You keep implying that there should be a limit or spreadsheet on how far and fast a vessel should go.
Which doesn't mean that the travel times will have to be long unless you build it in a very rigid way, or just can't work within the constraints of your own built system.
In other words, fudge factors.
If one week you want it to be a week's travel from DS9 to Earth, and later you want it to be a few hours... tough!
Not really. Just have the ship go faster.
You need to work within the confines that you set for yourself. There's always a way to tell your same story without condensing the whole galaxy into a place where ships can just pop up anytime they want to.
I'd rather our heroes go where
they need to go as determined by the story with any limitations as a result of that particular story.
But it has been consistent in that travel times do vary.
That could easily just as well say that it's been consistent in its inconsistency.
Exactly my point.
How long does it take to get to the center of the Milky Way?
Depends on local stellar conditions, I would think. You can get there very quickly or very slowly, depending on where you are in the Galaxy and whether you know a shortcut there.
You just love saying "mutually exclusive" over and over again, don't you?
I'm just trying to communicate a point, which you clearly can't comprehend.
You just totally ignored the part where I said I was joking with you there. Very well. Let me communicate
my point to you then in a way
you can comprehend:
It doesn't matter if it's "mutually exclusive" or not because the story will be written the way it is by whoever writes it.
Let me take away the wordiness and just say that some things can co-exist, and some can not. Plot and science can co-exist. Both groups of people can be pleased.
But ultimately you know full well that the science will have to give way eventually to the plot in order to tell the story. That is what I've been trying to tell you because everyone knows Trek isn't about 100% scientific accuracy. It's mostly made-up imaginary stuff with some real science used
here and there for flavoring. By understanding that Trek's science is largely made up stuff--or as you like to put it, full of deus ex machinas--then the need to adhere to anything other than the speed of plot depends on how much of a stickler you are about such things.
Dramatic necessity/license. No different from how starship combat is depicted in which two ships appear to be moving within mere feet of one another, when they ought to be thousands of miles apart.
I can agree with that, but at least starships being close isn't a big wtf in terms of science.
It actually is no different whatsoever. In fact, it is the heart of what I'm talking about.
Dramatic necessity/dramatic license--the need to alter reality (or the laws of physics) for storytelling purposes.
I'm going to let you in on a little secret. When I was writing fanfics, I used to work out travel times and warp speeds. I did the math. I knew how far a ship could go at Warp 6 in one day or how long it could take a ship to get at a certain place at Warp 9.
But even knowing all that stuff, I also understood that there was also a need to fudge things periodically to move the story along. I couldn't have my ship spending a month to cross just one sector when I needed them in the Klingon Empire in a few days. I frequently made a
conscious choice to take dramatic license to maintain the pacing/urgency of the story. Given a choice between scientific accuracy and being able to stop the bad guys before they committed a dastardly deed, I chose the latter. I think that most Star Trek writers--or at least Trek scientific/technical advisors--do try to have some semblance of scientific accuracy, but I do think there are times when science and plot
aren't "mutually exclusive," and a choice has to be made. I think plot
has to always win in those circumstances.
A truly more rounded perspective would be that many people left because they simply lost interest in Trek after TNG ended. The decline started with DS9 and continued downwards from there. After awhile, it was mostly Trekkies that were keeping things afloat, and no franchise can survive for very long on just its core audience--especially one that was splintering with each new incarnation anyway.
Again, you're simplifying it.
Dang right I'm simplifying it. I'm keeping it as basic as possible. The last thing I want is to debate about "Why Star Trek nearly died" because everyone has their opinion on that.
I said one of the factors was oversaturation, which is why things went downhill from the start of DS9. TNG was affected too. The problems didn't start as soon as it ended. Even I understated it (not quite as much as you did), but only because I feel like we're diverting too much from the topic at hand.
Which was why I was trying to keep it simple.
Which is why for the most part, Trek has been intentionally vague about those kinds of details.
And I understand why they felt the need to do that, or why most shows feel a need to do that. It's the constraints of working with network TV where there are no guarantees.
On top of that, usually that kind of detail is not necessary, it's just nice.
Emphasis mine.
I can perfectly understand that you like things to fit together nicely, believe me, I honestly do, but I think the need for that is generally outweighed by a need to have our heroes go wherever they need to go in a story--regardless of where they are in the Galaxy--so inconsistency will kind of rule in that area.