Inspired by Grading Science Fiction for Realism, which goes into a *lot* of detail.
The highest realism in that scale is characters using present-day technology. Including more and more extrapolation and more and more implausible technology makes SF less and less realistic, until one gets to outright fantasy -- superheroes and the like. Visual-media SF often scores low in this, sad to say, though with exceptions like 2001: A Space Odyssey.
That's often called hard-to-soft, but there's another hard-to-soft scale often used: nuts-and-bolts SF to sociological SF.
Another dimension is optimism to pessimism. Star Trek is optimistic - humanity can work together and use technology and explore and successfully deal with challenges. 1984 is pessimistic - humanity divided among three super-Stalinist evil empires that perpetually fight each other.
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Quality of worldbuilding is another dimension that one must consider. One almost regrets to mention it, because it implies that many SF writers have been falling down on the job. But that seems all too common, sad to say. Some sorts of quality deficiencies:
Inadequate extrapolation. Isaac Asimov once wrote a wonderfully satirical passage about a 1880 SF writer imagining a car as a mechanical horse. But that seems all too true of a lot of visual-media SF about spaceships. Too often, they seem to behave like familiar water and air vehicles. Gene Roddenberry himself had conceded some of this, but he stated that it was not to unnerve Earthbound audiences. A soundless explosion would make many watchers ask what happened to their TV's sound.
Technobabble. IA also wrote a technobabble-filled satire of SF about cars. But sad to say, some Star Trek episodes have been legendary for "treknobabble".
Poor continuity. It may be hard to avoid this for long-running serial works, but some authors don't seem to try very hard. If something needs a lot of retconning to be made continuous, then it loses badly there. Retcon = "retroactive continuity".
Worldbuilding incoherence has a further problem: it can make possible dei ex machina relative to what was established elsewhere in the work. If you've established at one point that your character cannot survive a big dose of ionizing radiation, then it's cheating to have your character survive a big dose without a hint as to why your character became much less vulnerable.
The highest realism in that scale is characters using present-day technology. Including more and more extrapolation and more and more implausible technology makes SF less and less realistic, until one gets to outright fantasy -- superheroes and the like. Visual-media SF often scores low in this, sad to say, though with exceptions like 2001: A Space Odyssey.
That's often called hard-to-soft, but there's another hard-to-soft scale often used: nuts-and-bolts SF to sociological SF.
Another dimension is optimism to pessimism. Star Trek is optimistic - humanity can work together and use technology and explore and successfully deal with challenges. 1984 is pessimistic - humanity divided among three super-Stalinist evil empires that perpetually fight each other.
-
Quality of worldbuilding is another dimension that one must consider. One almost regrets to mention it, because it implies that many SF writers have been falling down on the job. But that seems all too common, sad to say. Some sorts of quality deficiencies:
Inadequate extrapolation. Isaac Asimov once wrote a wonderfully satirical passage about a 1880 SF writer imagining a car as a mechanical horse. But that seems all too true of a lot of visual-media SF about spaceships. Too often, they seem to behave like familiar water and air vehicles. Gene Roddenberry himself had conceded some of this, but he stated that it was not to unnerve Earthbound audiences. A soundless explosion would make many watchers ask what happened to their TV's sound.
Technobabble. IA also wrote a technobabble-filled satire of SF about cars. But sad to say, some Star Trek episodes have been legendary for "treknobabble".
Poor continuity. It may be hard to avoid this for long-running serial works, but some authors don't seem to try very hard. If something needs a lot of retconning to be made continuous, then it loses badly there. Retcon = "retroactive continuity".
Worldbuilding incoherence has a further problem: it can make possible dei ex machina relative to what was established elsewhere in the work. If you've established at one point that your character cannot survive a big dose of ionizing radiation, then it's cheating to have your character survive a big dose without a hint as to why your character became much less vulnerable.