What's up with Star Trek Online?
MMORPG.com has a piece talking with Daron Stinnett, producer for the preproduction-phase MMOG Star Trek Online. They discuss the decision to only include the Federation in the game's launch, the gameplay both on starships and planetside, and the many ideas still being nailed down for the title. From the article: "The uniforms are a good example of an area where we've needed to evolve the look of Star Trek to support the game. Star Trek uniforms from the shows tend to be very subtle in their variation, which of course works when you're filming close enough to make the actors themselves the stars of the show. But for an MMO, It's well understood that giving players the ability to customize their look as their character evolves is an important part of any MMO as is the ability to recognize player rank and specialty from a distance. So we have created new uniforms that are still very recognizable as Star Trek, but with recognition and customization features that will work well in our game world."
... called "UNIforms" for a reason. One form.
I agree, in a game they need to be a little more dynamic, look different etc. It'll be interesting to see how this gets pulled off.
Since I can't tell them apart, I treat all ACs as the same person.
arg...that came out crappy, I hate missing the preview button and hitting submit.
An interview with the driving force being Perpetual's flagship title
Daron Stinnett is the Producer of Star Trek Online. This industry veteran was previously the subject of a developer profile on our site. Today, we have an interview with him that focuses in on what you truly want to know: Star Trek Online. To go with the interview we also have two screenshots from the game (which are also included in this article).
MMORPG.com: You're obviously a long way away from retail launch. Can you give us a general update on where you are in production and when in a general sense you anticipated major milestones (alpha, beta, launch) will come?
Daron Stinnett: We are an early phase of development where we are working on our design, prototyping our new ideas, laying down foundation for our tools and technology framework, and doing a lot of planning. We have quite a bit of company technology, tools, and processes to draw upon, so we expect to be in full scale production by this summer and begin our initial public beta tests in the summer of 2007.
MMORPG.com: The Star Trek universe is filled with unique races and passionate fans will undoubtedly be extremely upset if any are skipped at launch. With the realities of a production in mind, obviously you cannot please everyone. What races are you going to concentrate on and why?
Daron Stinnett: Playable races are those that you might expect to see on a Starfleet starship and will likely include Human, Vulcan, Klingon, Bajoran, Bolian, Trill, Tellarite, Andorian. The controversial issue is our decision to have Star Trek Online focus exclusively on Starfleet at launch. The immense scope of MMOs means that if you want to build a multi-faction game, then those factions had better be carbon copies of each other from a game mechanics point of view. But the "coat of paint" approach just doesn't work with Star Trek. Starfleet is very unique, as are the other factions and we didn't feel that anyone wanted a watered down experience in order to achieve a multi-faction game. Starfleet, with its focus on starship life, space combat, exploration, and away missions, presents a challenge to MMO conventions that has pushed us to come up with fresh ideas that will give players a very new online experience. And ultimately, innovative gameplay and respect for our license are the things that will provide the greatest value for players.
MMORPG.com: By choosing to do space and land-based content, you're essentially making two games. Can you talk about your general goals in regards to the land-based aspects of the game?
Daron Stinnett: We're committed to doing both space and ground for Star Trek Online because it is the right thing to do. But you're right to point this out as a challenge for the development team. Building two games at once is hardly a recipe for success, so we've put a lot of effort into figuring out how to unify the mechanics between the two environments, while maintaining the unique flavor of each.
We also want to avoid creating two kinds of games from the player perspective, so we are building a world where players will feel equally capable in either arena. Just as it is in the series, we expect player characters to move freely between the two environments. This will enable us to weave space and ground gameplay together in a single mission. For example, its not hard to imagine mission that takes place within a derelict Borg Cube that allows the player to complete that mission either on foot or by ship, or a combination of both. The possibilities are endless and we're planning on giving players a lot more mission variety than they are used to.
MMORPG.com: And in space?
Daron Stinnett: Both space and ground combat have similar RPG style combat mechanics, but the similarities end there. Like a mount in land-based MMOs, your starship will speed you across the galaxy to destinations unknown. And of course starships are so much more than mounts since they a
- AMW
when you play a Betazoid?
If "disco" means "I learn" in Latin, does "discothèque" mean "I learn technology"?
I would probably try the game if I could be a Klingon or a Furangi (spelling?). But I guess I will wait until they add that in, or if they add that in.
Click Click Bloody Click PANCAKES!
NPC-Teacher: Your quest is to recover five Vulcan brains and re-implant them in their owners. Return here when your quest is complete for your payment of 100 quatloos.
Eym0rg: "Brain, brain, what is brain?"
CSR-Bones: "I'm a doctor, not a scriptwriter!"
JimmyTheKirk: "eym0rg ur hot! asl? cyb0rz?"
JimmyTheKirk adjusts his pants
CSR-Bones: "And from my observations, it seems they're bisexual, reproducting at will."
NPC-JamesTiberiusKirk: "I know, but really."
CSR-Bones submits his resignation. CSR-Bones: "It's dead, Jim."
As William Shatner said in a video clip for one early Star Trek game, "Space is boring."
Meticulously sticking to details on the lighting of the carpet, but the uniforms need to be redesigned, yeah. The ones in their gallery just look wrong (example http://startrek.perpetual.com/images/gallery/conce pts/large/1.gif), like they have hard plastic pieces attached on shoulders and chest and added some giant boots. Looks stupid and certainly not different enough from a distance to justify it, sorry, they fail.
Will it run on Linux?
On that same note: I'm still waiting for an explanation of the sudden change in uniforms coincident with the "First Contact" movie. Not the real-world explanation, which is quite obvious: the old, brightly-colored uniforms didn't go with the somber mood they wanted for the movie. But I've yet to hear an official trekverse explanation. Something like, "Star Fleet Command Directive 33863: Although it has only been a year since we last redesigned our uniforms, it has come to our attention that a planet which recently joined the Federation, Depressazon, is offended by cheerful colors..."
For engineering, I can see that.
But wouldn't the boots for medical be the same as the boots for Conn?
And why is security wearing a girdle?
I just find it amusing that you got modded Redundant the first time and Informative the second.
Slashdot Burying Stories About Slashdot Media Owned
Picard: Number One?
Riker: Yes, Captain?
Picard: Let me ask you something. If I whispered in your ear that Commander Worf's head looks like a fanny, would you join me in a laugh?
Riker: Yeah, I could get in on that.
Picard: All right! Here it comes. (out loud) Commander Worf's head looks like a fanny!
(Bridge crew laughs, except for Worf)
Worf: You can both suck my ridges!
Allow all characters to participate in space combat in a meaningful way. If you have a minor ship, you may have to hide behind a major ship to keep from getting squished, but you should still be somewhat useful. Likewise, a swarm of 10 or 20 low-level ships should still be able to take down a high-level ship. Play the packs of rabble rousers against the single monolythic guardians.
No single overarching "level." If players have engineering experience, they have engineering experience. If they make money and can afford a larger ship, their status in ship size is better. But no player should be "level 19" or "Level 105" or level anything overall.
Put showmanship into your missions. Don't hire entry-level game designers to setup missions: hire entry-level film students.
Shake up the world. The satisfying climax of Star Wars is the transformation of the galaxy. The interesting parts of Bound are the ones where the rug is pulled out from underneath you. When the player doesn't expect it, transport him to an alternate universe. Or temporarily dissolve the fedaration council, allowing him to get attacked with impunity. Or do any one of a number of things to alter the course of history. Maybe it is for everyone, like AC, or maybe it is just for them... like Guild Wars.
The ______ Agenda
this just goes to show that the producers are wasting a great opportunity to innovate in the MMO market. this bit of news tells me that they are reproducing the standard MMO. big mistake. and quite boring.
if this is emblematic of the kind of imagination going into designing this game, i can already assure you that it will be a failure.
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This looks shit. And why? Because "customising your uniform is a big part of MMOs"
BULLSHIT
Just because its a big part of EverCrack or whatever MMO is trendy this week doesnt mean its carved into a fucking stone tablet that all MMORPGS must be the same. The concept on an MMORPG is great, but its totally ruined by:
Different servers, I cant play with my buddies
Leveling-up. Who gives a shit, some of us have a lfie and dont want to be outgunned as a result
Grinding - I have a day job thanks, no need for another one.
Everyone making an MMORPG has NO ideas and is copying the people who went before them, its really very sad. Why not get some people who
a) Have some ideas on how to do an original and fresh MMORPG and
b) are die hard trekkies who would laugh customisable uniforms out the room
Im such a trekkie I use a Klingon daqh-tagh as an orange peeler, and no way will I be playing this. They lost my vote the moment I realised you couldnt be a ferengi.
DRM-free indie games for the PC and Mac: Positech Games
I'd play it. :D
So I can play a starship commander, sans space combat. Because, y'know, a space flight simulator isn't what Trekkies want. Trekkies would much rather be in the starfleet marines.
Okey dokey then.
Pug
An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
If you want to see some real action in the game, choose a red shirt....you won't last long though.
I'd suggest Star Trek: The Next Original Deep Space Voyaging Enterprise.
I want to play as a tribble.
swanker than you
Deep Space Nine has best characters, action, and arc storyline...in my INFINITELY humble opinion...the best of trek
Belief that Perspectives matter more than Facts = Mark of the Truly Ignorant
It wasn't Trek. It had the name, the trademark, but it wasn't Star Trek. It was the first of the Rick Berman Space Shows, it disavowed the vision of a future where humanity outgrew it's current shortcommings and ventured forth to explore.
You might have liked it, but by that time, it wasn't Star Trek anymore.
You can't take the sky from me...
And so is reality.
There's always going to be someone dressed exactly like you, with the same haircut, who generally creeps you out.
But anyway, if you really want this to be customizable, do it with the faces, and have the build react to what the player is doing (so we don't all have super-hunks/bimbos).
Leave the uniform the hell alone.
Don't thank God, thank a doctor!
I have to agree. Rick Berman took Gene Roddenberry's vision and went in the completely opposite direction. I know alot of people loved the last three or four seasons of DS9 with the Dominion War but I hated it. It was like Star Trek for people with ADD. It was all about destroying ships and killing. I know I may get lynched for this but I felt that Voyager was a much better series because it was more about exploration and meeting new species. Sometimes there were even character driven plots. They did over do the time travel thing and the last episode SUCKED, though. I hate time travel episodes because they make me think in neverending circles. Like if Janeway came back in time to help her younger self get home faster, she would be changing the time line so much that she would never go back in time in the future under the same circumstances, if at all.
Gamer: Ok crew, let's explore the galaxy!
(moments later...)
Gamer: Damn, our warpdrive failed and we have no impulse. Will someone send a petition to the GM?
*FLASH*
Gamer: OMG, it's Q.
GM: No, it's just the GM. Because I have God-like powers, I take the form of Q.
Gamer: Well, can you restore WD and IMP for us?
GM: *snaps fingers* It's done.
Gamer: Dude, your so 1337! Ok, last request. Sends our crew someplace awsome that will give us uber EXP real quick.
GM: *snap fingers and vanishes*
Gamer: What the hell is that greenish-black cube thingy. This will be easy I bet. Lets attack it...
Life is not for the lazy.
the last three or four seasons of DS9 with the Dominion War but I hated it. It was like Star Trek for people with ADD. It was all about destroying ships and killing. I know I may get lynched for this but I felt that Voyager was a much better series because it was more about exploration and meeting new species. Sometimes there were even character driven plots. They did over do the time travel thing and the last episode SUCKED
I agree, but... odly enough, some of the Voyager shows I liked the most were the ones surrounding the "Year of Hell" episode, which were all about time travel.
But yeah, out of the first 4 episodes of Voy, 3 didn't really happen because they went back in time and used the magical reset button. That sucked.
On Topic:
For the games' uniform, they could have just gone back to a more TOS and TNG style, where it WAS obvious from afar what department you were in, because the colours were the big visible part of your shirt.
Rick "the devil" Berman had them take away as much colour as he could and got them in black and grey with just a hint of variety, and now it's coming back to bite him. Ah!
You can't take the sky from me...
I, for one, can't wait to entertain my holodeck addiction.
If you can read this, I forgot to post anonymously.
Games like this would tend to have everyone piloting their own starship, so a guild would form a small fleet and do things together, but I could imagine another idea where ships over a certain size (like runabouts and up) allow you to have multiple crew onboard, and only become truly effective when staffed with multiple guildmates.
For instance, one person could command the enterprise with computer assistance to do everything, but you can only concentrate on one thing at a time. However, someone with tactical skill could take over at tactical and manage the weaponry, someone with engineering skill could handle the prioritization of battle damage (some kind of mini-game that simulates how you would manage dwindling resources to keep required systems running, etc.) and in the event of a boarding (once shields are down), everyone can pull out their phasers and fight off the boarding party, with people that specifically have security skill being better equipped with weaponry, etc.
I can imagine some amazing space battles where capital ships duke it out until the shields go down on one ship, or the engines are disabled, and then they start sending over boarding parties. The objective is to either disable critical systems like weapons, engines, or to capture areas like the transporter room which acts like a spawn point. The battle for control of a big capital ship could last over half an hour as you advance down the corridors and through cargo bays capturing and defending spawn points, disabling internal sensors and force fields, even capturing and stealing supplies (to create an active privateer faction). Obviously, the bridge would be one spawn point, perhaps engineering another.
It lends itself very well to instancing. Different ships have different layouts that you could learn. Wow I'm actually interested.
Too bad it's actually going to be a game where you have to kill 800 tribbles before you can level up to a phaser of pwnage.
"I have never let my schooling interfere with my education." - Mark Twain