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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."

16 of 79 comments (clear)

  1. They're... by thesandtiger · · Score: 2, Interesting

    ... 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.
  2. Re:Sites that require cookies just to read them su by Rolan · · Score: 3, Informative

    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
  3. Who needs a uniform... by thewiz · · Score: 5, Funny

    when you play a Betazoid?

    --
    If "disco" means "I learn" in Latin, does "discothèque" mean "I learn technology"?
    1. Re:Who needs a uniform... by MagicDude · · Score: 2, Funny

      Have you ever seen the Risa episodes? All you need is a horgan statue, and the ladies will throw themselves at you.

  4. It's dead, Jim. by Tackhead · · Score: 4, Funny

    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."

  5. Star Trek Online should take Shatner's warning... by __aaclcg7560 · · Score: 2, Insightful

    As William Shatner said in a video clip for one early Star Trek game, "Space is boring."

  6. Re:and down the crapper. by ralphclark · · Score: 2, Funny

    I agree. But that's art folks for you. They're never satisfied to just give you what you WANTED.

  7. Re:Sites that require cookies just to read them su by iced_773 · · Score: 2, Funny


    I just find it amusing that you got modded Redundant the first time and Informative the second.

  8. Cue Sealab 2021 clip by Rob+T+Firefly · · Score: 4, Funny
    Dug up a script from my old Sealab fansite for this...
    Marco: So, are you married to orange for those jumpsuits, or what? Because I'd really like to wear blue, for a change.

    Sparks: The thing is, I already bought, like, five thousand orange ones.

    Marco: Because, when I wear blue, I am like the wind! A hot, Latin, wind! Whistling down the -

    Sparks: Look man, it's a uniform. Everybody looks the same? It's more terrifying that way.

    Marco: Could my pants at least have a boot cut? I'll pay for it!.

  9. Oblig. Family Guy by Dachannien · · Score: 4, Funny

    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!

  10. suggestions: by cgenman · · Score: 4, Interesting

    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.

    1. Re:suggestions: by jdubois79 · · Score: 2, Insightful

      The satisfying climax of Star Wars is the transformation of the galaxy

      Are you just trying to start a fight or something?

      Trekkies have killed for less than that.

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      --------
      Nothing can be done before the tremendous power!
      RabidComics
    2. Re:suggestions: by GundamFan · · Score: 2, Insightful

      There should not be "money" or "XP" involved with Starfleet advancement.

      Here is the way I see it:

      1. First day(s) of the game you start as a first class cadet on earth (A kind of tutorial but after a while it becomes more open to free play), and work your way towards graduation.

      2. After sufficient time at the academy (40 hours or so depending on the player) the player should have accumulated enough credit (advancement points) to graduate and take the rank of ensign.

      3a. At this point the player can take an NPC assignment to a starbase (or an NPC starship) and pilot small craft, go on away missions, build ships, treat injuries or perform research (all likely mission driven content at first) earning accommodations for good work (points towards the next rank*)

      3b. At some point (perhaps right out of the academy) instead of working with NPC content the player may "request a transfer" to a player run crew or fleet (taking the place of guilds) once accepted (maybe NPC can block your transfer if you have an open mission but nothing to harsh) your advancement becomes part of the player's Capitan's responsibilities.

      4. The ranking officer of the ship (or fleet) can take missions for the whole "guild" to try to complete possibly joining with other ships to for "groups" earning perks and accommodations for the whole crew and using most of the different class skills in every mission. There would be at least some involvement from each but some missions may focus on security, diplomacy or medical for example.

      5. The Capitan and the senior staff in your chain of command would be able to see the player's list of accomplishments and make recommendations to Starfleet HQ for promotions (the Capitan has more leeway on this... he/she can promote someone who does not quite meet the requirements for the next rank**)

      6. Some players may want to form a "guild" that runs a space station/starbase (like a DS9 environment) servicing other ships that pass through and with a collection of small craft for mission running but I would think space station/starbase play would be less NPC driven for those who like to create there own content. Every ship needs engineers but some may want to go down the construction road or a science officer would want to research artifacts and alien tech brought to them by other players for example. This may open up the possibilities for civilian classes in the future think of Quark from DS9.

      7. Any Starfleet officer should be able to use a tricorder or a phaser for example but a science officer should have access to better or more specialized tricorders and Security should have access to better or more advanced weapons. All classes should have specialties like this.

      8. A player should be able to transfer from one section to another (essentially multi-classing, becoming a beginner at the new "class" and keeping there old skills) this would be harder at higher ranks.

      9. There should be a limited disciplinary system (reducing ranks) but subject to some kind of review. (There would need to be a "black mark" on the player's record)

      10. For extra super special actions (saving the ship or a planet) there should be special non rank perks that can be awarded. (Medals for your dress uniform for instance.)

      11. At some point player Admirals*** should have the ability to take information collected by players and make missions out of it, for example sending a star ship to a planet that has a unique NPC culture or artifacts. Captains would be able to accept multi-player/"guild" missions while solo (or small group) players could take solo (or small group) missions keeping the solo( and small group) content interesting and involved with other players.

      12. Ongoing player content (endgame content if you will) should involve diplomacy, trade or conflict with neighboring aliens... I see this as more of a group activity tying in player created missions (to get others to do part of your mission for you) but not as "episodic" as simpler missions t

      --
      I don't give a damn for a man that can only spell a word one way.
      Mark Twain
  11. Red shirt? by Anonymous Coward · · Score: 2, Funny


    If you want to see some real action in the game, choose a red shirt....you won't last long though.

  12. Re:Tragic result of having no ideas at all by cgenman · · Score: 3, Insightful

    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


    Because when a financer sees a 30 million dollar MMORPG development price tag, they want to ensure that the game will be a financial success by copying everyone else's financial successes (doesn't work, sadly). They want lots of control over who gets into positions of power in the game development team, and largely put in other toothbrush salesmen who also don't know the industry. These people generally hire the kinds of people who will do their bidding like a good employee, and listen too much to the marketing department.

    With so much money riding on the line, the project generally changes direction in a major way a few times over its life, depending upon the nervous whims of the leader or financers. Workflow and cost considerations ensure that the moment-to-moment content for the game is created by interns with no shipped titles under their belts. Employees get quickly burned out like some resource to be expended.

    On the other hand, you really do need some degree of visual customization of your avatar in a mmporpg, much more so than in a regular game. Otherwise the world quickly becomes a creepy endeavor of bumping into your long lost twins.

  13. The trouble with... by chigun · · Score: 2, Funny

    I want to play as a tribble.

    --
    swanker than you