Slashdot Mirror


Former Interplay Dev Talks "Disastrous" Old Star Trek Games

In a podcast recorded at PAX, a former Interplay developer named Thom Robertson talks about the problems he encountered while working on the company's Star Trek titles. In particular, he was the lead designer of the canceled Star Trek: The Secret of Vulcan Fury, and mentioned how incredibly ambitious initial plans for the game were. "Just one of the many reasons why that project was doomed to failure was because the team and the management had really no concept of exactly how expensive a proposition they were imagining when they set out to do it. I saw the plans. They were looking at four to six hours of created video, and they were planning on doing it at maybe a 1/20th of the budget of a Toy Story movie. Something did not connect." He also discussed how Interplay was "too close to Hollywood," and the problems they ran into while filming for Starfleet Academy The full podcast (MP3) is available from 1Up; Robertson's interview begins 42 minutes in.

35 of 124 comments (clear)

  1. Podcast? by Stormwatch · · Score: 3, Insightful

    What happened to good old bandwidth-friendly text?

    1. Re:Podcast? by Anonymous Coward · · Score: 3, Informative

      Hmmm. I'd call myself fairly up to date with technology -- I even have a linux box that will play full screen flash video -- but I'm yet to actually understand what is meant by 'podcast'..... I'm going to assume this is a good thing. For some reason, the very sound of the word is enough to make me decide it is something I don't care about -- a little like twitter.

    2. Re:Podcast? by Haeleth · · Score: 2, Informative

      "Podcast" means an MP3 of people talking. That's all.

    3. Re:Podcast? by Thanshin · · Score: 5, Funny

      What happened to OSS voice recognition?

      Dear aunt, let's set so double the killer delete select all?

    4. Re:Podcast? by Thanshin · · Score: 4, Funny

      Dear aunt, let's set so double the killer delete select all?

      Sorry, I tried to use my Vista VR engine to reply.

      I meant to say "you can find some info on that subject here"

    5. Re:Podcast? by IBBoard · · Score: 3, Insightful

      Podcasts are also often (but not always) delivered via RSS feeds, so you can keep up to date with a regular "radio show" over the Internet.

      I agree, though, what is wrong with giving a transcript as well? I get the British Computer Society emails and occasionally go "that looks interesting" only to go "it's in the 'podcast' section? oh well, never mind".

    6. Re:Podcast? by Shin-LaC · · Score: 4, Insightful

      In 2009, everyone is supposed to have enough bandwidth for audio; that's not the problem. What matters is the actual information bandwidth, and that's much wider for written text than for speech. We can read much faster than we can talk, and when you have text on the screen, you can skim around freely. There are some areas where audio and video are really useful (eg entertainment), but most of the time text is the superior medium for presenting information.

    7. Re:Podcast? by Lord+Byron+II · · Score: 2, Insightful

      The parent got modded down, but he's right, Web 2.0 is just "the web" and podcasts are just mp3 files. While we're at it, blogs and tweets are journals and Googling means to search (I've heard people say things like "i'll go google that on yahoo.").

    8. Re:Podcast? by Kirijini · · Score: 2, Insightful

      What matters is the actual information bandwidth, and that's much wider for written text than for speech. We can read much faster than we can talk, and when you have text on the screen, you can skim around freely.

      That may be true, but audio wins in two contexts:

      Audio has much better upload bandwidth. It's a lot easier to talk about whats on your mind than to compose a written piece.

      Audio is better for multitasking. You can read and walk at the same time, but its much easier to listen and walk. You can't read and run at the same time, but you can listen and run. You can also listen and drive. On the other hand, its hard to both listen and read, or listen while thinking about something other than what you're listening to. But then, its hard to read two different things at the same time, or read while thinking about something other than what you're reading.

  2. You know you are old by Anonymous Coward · · Score: 5, Insightful

    When they talk about OLD star trek games and you see them talking about Fury and not 25th anniversary... or the freeware/shareware enterprise simulators of the dos era...

    Now get of my damn spaceship!

    1. Re:You know you are old by LordHatrus · · Score: 2, Funny

      You know you're old if you remember that your copy of 25th Anniversary came with a video demo for Fury :-)

    2. Re:You know you are old by Eevee · · Score: 2, Funny

      DOS? MS-DOS? Try HP 2000 ACCESS BASIC. I'm sorry, but if the game doesn't involve wasting most of a roll of yellow paper and the loud clatter of a teletype, it's not OLD.

      Now get off my mock-up of the Bridge set.

  3. The old problem by Kokuyo · · Score: 3, Insightful

    It IS interesting how one franchise, namely Star Wars, could generate so many playable games while another, Star Trek, produced only crap. Of course, third person shooters, even if your weapon is a lightsaber, are much easier to make than space fighter simulations, especially when there actually is not one dude commanding and piloting the ship himself but a whole bunch of people working together. Nobody ever accused capturing that as being easy.

    I was putting high hopes into STOnline... until I saw that video from E3, I believe it was. Two Klingons standing across the hall from five Federation type people. One of them stands directly in front of the Klingon. So what happens? A short bout of Phaser fire and perhaps a bit of one on one? No. It took them like thirty seconds to take an unmoving target down and surely somewhere among ten to fifteen Phaser blasts.

    So basically, they copied WoW. You have your stats, the enemy has his and you just trade blows until the weaker one dies.

    WTF?

    When did that EVER happen in ANY Star Trek series or movie? They use weapons that kill instantly (or at least stun, unless you are Borg). Not swords or axes that may be excused with glancing blows.

    So yes, making this somewhat 'realistic' is harder than a fantasy game for the masses. You should have realized that even before you began.

    I believe Star Trek games are crappy because the developers feel we ST fans are somehow pretty dumb. That we'll gobble up any game that even hints as letting us play as our heroes. So they slap some crude Star Trek graphics on the cheapest source code they can find. They cut corners when something is harder to do.

    So what do you expect?

    1. Re:The old problem by Zumbs · · Score: 5, Insightful

      If you want to make a good game based on a series/movie/comic book/whatever, you need to capture the spirit of the base.

      Star Trek is about mystery, riddles, discovery, and technobabble. Aside from the technobabble this is difficult to do right - not many games have this at their core. Compare this with Star Wars with is about action with a touch of Mysticism. The action part has been done in a lot of games, and is easy to do right.

      --
      The truth may be out there, but lies are inside your head
    2. Re:The old problem by RogueyWon · · Score: 3, Insightful

      It's a little unfair to say that all Star Trek games have been awful. The old 25th Anniversary adventure game which came out back in the 90s was decent. Perhaps not on the level of the Lucasarts adventures of the day, but it was certainly a game you could play, have fun with, and feel like you were doing something in the Star Trek universe. Starfleet Academy and Klingon Academy were good, if somewhat eccentric, space-shooters, while the Starfleet Command games were decent implementations of a tactical board-game which could have been excellent with a bit more polish.

      Yes, there have been a good number of stinkers as well (particularly the FMV-adventure games), but let's look at the other franchise you name; Star Wars.

      Back in the early and mid-90s, a Star Wars logo on a game was pretty much a sure sign of quality. On the PC, you had the X-Wing and TIE Fighter games and Dark Forces (by far the most intelligent product of the "Doom clone" generation of fpses). On the consoles, you had the Super Star Wars series, which were great (if perhaps overly difficult) platformers.

      However, around about the time the sequels started appearing, the quality took a nose-dive. The Episode 1 games ranged from the mediocre and unoriginal (Pod Racer) to the downright awful (anything with Gungans in it). In fact, you could even argue that the rot set in earlier; Supremacy and Force Commander were very poor games, while X-Wing vs TIE Fighter was a disappointment to most people. The TIE-ins (no pun originally intended, but I found I'd typed that and decided to keep it) with the later prequels were no better.

      Ok, the games have pulled back a little now from their Episode 1/Episode 2 nadir. KoTOR was excellent (though we can blame BioWare for that), Jedi Knight 2 was fairly good, a few of the RTSes have been ok and X-Wing Alliance repaired much of the damage done by XvT. But the Star Wars gaming franchise still has a pretty chequered history over the last decade, certainly as much so as Star Trek.

    3. Re:The old problem by falcon5768 · · Score: 2, Insightful

      The difference you have is Star Wars games up until recently where all made BY Lucas. His company made them. Paramount didnt really have a strong game house to develop games. Notice when Star Wars games started to lack quality was right around when Lucasarts where not making their games anymore.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    4. Re:The old problem by Bieeanda · · Score: 4, Insightful
      God forbid they skip some of Star Trek's 'realism' in order to make the game more playable. Jesus, it's not like SWG's light sabers cut people in half with one swing, or the assortment of blasters one-shotted storm troopers either.

      Phasers one-shot targets for one reason, and one reason only: plot. The only times that combat was a going plot concern in any Star Trek series, the phasers were plotted out of existence or plenty of cover and bad marksmanship was provided.

      I don't think this game is going to be any better than the array of godawful Interplay releases, but complaining that a weapon in an MMO doesn't kill people outright is ridiculous.

    5. Re:The old problem by rodrigoandrade · · Score: 5, Insightful

      >It IS interesting how one franchise, namely Star Wars, could generate so many playable games while another, Star Trek, produced only crap.

      Easy. The creator of the former built its own game studio to make sure the games were made right; the latter whored out its IP to anyone who asked.

    6. Re:The old problem by somersault · · Score: 2, Informative

      The point is that with lightsaber battles you can parry and dodge. With phasers you either hit or miss, and you aren't likely to miss at point blank range against a stationary target. You shouldn't have to shoot someone 100 times with a phaser to kill them. If that means that you can't both stand out in the open waiting for your superior stats to grind the other player's health down to 0, so be it. The gaming world would be a much more interesting place if people couldn't rely on the fact that they've played for a zillion hours and collected the superior goat cheese infused medallion of awesomeness to save them from having to actually use their brain and dexterity.

      --
      which is totally what she said
    7. Re:The old problem by StarWreck · · Score: 2, Informative

      Star Trek Voyager: Elite Force, a first person shooter built on the Quake III Arena engine, was a huge success.

      Unfortunately, its sequel sucked and was a massive failure despite moderately improved graphics.

      --
      ... and in the DRM, bind them.
    8. Re:The old problem by taucross · · Score: 2, Insightful

      It IS interesting how one franchise, namely Star Wars, could generate so many playable games while another, Star Trek, produced only crap.

      I think that is because, conceptually, Star Trek is deeply layered, insightful, and eloquent, using masterful techniques that do not translate well into simple video games. When placed into the context of an interactive piece, Star Trek feels hollow.

      Star Wars, on the other hand, was always about the special effects and excitement. These kind of concepts are more consistent with modern video game techniques and as such, the Star Wars games translate easily.

      --
      "In the absence of the ability to establish the attribute of truth they tried to establish the noble attributes."
  4. Starfleet Command by Supurcell · · Score: 2, Insightful

    Why can't they just make more Starfleet Command games? Forget the third dimention of outer space for a second. Yeah, it might have well been old earth sailing vessels, but those games did a good job of simulating battles between heavy-hitting space cruisers at a reasonable pace. The only problem was the incredibly boring and repetitive missions in the single player.

    I especially enjoyed the 3rd game in the series for bringing it up to the more recent era of Trek and adding in customizable ships.

  5. Quake 2 Map by Amiralul · · Score: 5, Interesting

    The Quake 2 fan-made map of NCC-1701-D remains, by far, the best Star Trek game experience I've ever encounter. It had the bridge, captain's room, working transporter pads, a sickbay, Jeffries tubes and if you shot the warp core in engineering, the ship will blow up and game over.

    1. Re:Quake 2 Map by hee+gozer · · Score: 2, Informative
    2. Re:Quake 2 Map by TheRaven64 · · Score: 2, Informative

      There was a fun Quake 1 Star Trek mod too. It had phasers (including a phaser rifle) and a few hand-to-hand weapons, like a Bat'leth, and you could set phasers to overload. One of the weapons slots was taken up by the communicator, which would transport you to the nearest transporter room, and from there you could transport to most other locations in the ship. If the warp core took enough damage then there would be a radiation leak and everyone would die unless they were in the biosuit (there was one in the shuttle bay). A great way of irritating everyone was to shoot the core a bit then leave a phaser set to overload next to it and activate your com badge. Once you materialised in the transporter room, set the destination for the shuttle bay and transport there, getting the biosuit just in time not to die (while everyone else did). There were some other nice touches, like two holodecks, one containing Data doing a stand-up routine and one containing some of the Quake monsters (holodeck safeties disengaged, of course; and some missing code meant that they could also leave the holodeck and chase you). As I recall, Data used the zombie model but with a different skin, and if you attacked him a bit he'd start throwing brains at you...

      --
      I am TheRaven on Soylent News
  6. Best x-mas party ever! by Korbeau · · Score: 4, Insightful

    That quote made me smile:

    He points out other roadblocks to development, such as Christmas party planning distractions

    Yeah, because had everyone ordered supper and stayed late instead of going to the party and got in early the morning after instead of over-sleeping from alcohol intoxication during a Saturday, they surely would have made their deadline! Hey, they even provided the sleeping bags.

    Oh, and Bob and Cindy spent a couple of hours planning the party each few weeks prior to it. 30 minutes of video footage lost right there!

    Management primer: if you're seriously thinking about making your employees skip a Christmas party, the schedule started slipping a looong time ago!

    1. Re:Best x-mas party ever! by happy_place · · Score: 3, Informative

      Having worked an engineering job for an entertainment company, I can attest that life in the more fluffy parts of such companies are a completely different world with entirely different priorities. There's a continual "glam-factor" you have to deal with that's entirely counterproductive to producing a technically challenging piece of technology. At Disney their HR and Marketting departments were like professional cheerleaders. They always had some party going on--something they were planning. After a while it was a serious distraction, regardless of whether you were invited, and everything was catered. After a while I began to wonder how companies like this could stay in business... turns out only a few could. Oh and who could forget that any nontechnical jobs are stuffed with people who just want to be close to entertainment in the off hopes that while the secretary is performing some lounge-singing jazz number off the balcony (because the acoustics are so great) right next to where your cubicle is... (while you're trying to code a state machine in Verilog) that some movie exec will hear her, and she'll be made a star--hollywood movie fantasy! Ugh... No thanks.

      --
      http://www.beanleafpress.com
    2. Re:Best x-mas party ever! by MrAngryForNoReason · · Score: 2, Informative

      If you listen to the podcast that the summary is talking about the 'Christmas Party' referred to in the summary was actually the production of a high production value 'Christmas DVD' which apparently served no purpose other than to hopefully get a few members of staff noticed by one of the many hollywood types that were around the studio.

  7. BotF by mseeger · · Score: 2, Insightful

    Hi,

    The game Birth of the Federation has been an
    excellent Star Trek game. Friends of mine still play it on a regular basis
    even though it's a decade old.

    CU, Martin

  8. I thought it was about 25th annivesary + sequel by Zarhan · · Score: 2, Informative

    You know, "Old" Star Trek games by Interplay, which captured the spirit of the Original Series perfectly all the way up to the end-of-episode's philosophical discussion and/or ragging Spock.

    Wikipedia links:

    http://en.wikipedia.org/wiki/Star_Trek:_25th_Anniversary_(1992_video_game)
    http://en.wikipedia.org/wiki/Star_Trek:_Judgment_Rites

    If you can find these on somewhere and like adventure games, get'em.

  9. Re:Ignoring Engineers by Zarf · · Score: 2, Funny

    I can'na change the laws of software development captain!

    --
    [signature]
  10. Licensed properties are always problematic by jollyreaper · · Score: 2, Insightful

    1. It's usually the bigger companies that get them, not smaller ones.
    2. Licensed properties are seen as licenses to print money, the fans will buy whatever slop goes on the market.
    3. Consequently the push for the developer is to get something with the licensed faces out the door, no matter whether or not it's any good.
    4. Fans go on to purchase these games, living down to the expectations of the publishers.
    5. A dependable if not spectacular profit is made from the game.
    6. Publishers greenlight another unimaginative, unenjoyable, underdeveloped, hackneyed licensed game.

    There was a game based on the old Starfleet Battles tabletop game. Came out yonks ago. It was pretty much half-completed. It had a lot of ambition, you could tell it had the potential to be a good game, but it was seriously only half complete! Sure, the graphics were pretty, single ship and small fleet actions played out fine, but the entire strategic element was obviously spanked together in a weekend. They released a sequel not too long after that. Was it the game they originally planned, this time completed? No. If anything, they broke what did work and replaced the half-baked strategic mode with the distilled essence of pain and suffering, squeezed from the souls of the unborn.

    Terribly disappointed.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  11. New Unit of Measurement? by pdabbadabba · · Score: 2, Interesting

    and they were planning on doing it at maybe a 1/20th of the budget of a Toy Story movie

    But how many Libraries if Congress would it have been?

  12. Lego Star Trek by Nylar4 · · Score: 2, Funny

    So they managed to turn Star Wars, Batman and Indiana Jones into amusing takes on the respective franchises. Who wouldn't want to play with the Star Trek universe in Lego form as well? There's certainly enough TV series and movies to make games out of.

  13. Doesn't count by Voyager529 · · Score: 2, Interesting

    Arcade games are a different breed entirely. While yes, I did spend a few dozen too many quarters on the Voyager arcade game, arcade games don't have the luxury of using complex gameplay mechanics. If one or two screens (and possibly a few in-game prompts) can't explain the game mechanics, players will lose interest quickly and hop onto the next game. When I go to the arcade, I see DDR, Guitar Hero, air hockey, skee-ball, some racing games, and about a dozen different gallery shooters with various minor differences. The Voyager arcade game fit squarely into that last category. I will say that the Star Wars arcade game I played was better done, so I guess even arcade games can have better gameplay mechanics than others. I don't think it's fair in this context though, because Interplay wasn't making the Star Trek arcade games - they were making the console and PC games.

    A better game to compare it to was Star Trek Voyager: Elite Force. While it was largely Quake 3 with Voyager styled maps and character and weapon models, was a bit short, and lacked a high replay value on the single player side (beat it in one long sitting the third time), the story was on par with most episodes of the series and the multiplayer is excellent. The sequel involved the TNG cast and flip-flopped it a bit - I liked the single player campaigns much better than the multiplayer.

    I might be a bit partial as I do enjoy a solid FPS (loved Crysis, enjoyed Prey, Timeshift, and Halo 2), but as I played through Mass Effect, I kept saying to myself, "This is exactly what a Trek game SHOULD be". Mass Effect did what few Star Wars games do (KOTOR 1&2 notwithstanding), is allow the players to make decisions that impact the outcome of the game, just like the characters of the series do. Quite literally getting to choose which crew member to save is something straight out of any number of Star Trek episodes, but strangely enough never really found its way into any of the star trek games that I played (Except Star Trek Borg, which was basically all decisions and was terribly implemented). The trek universe doesn't lend itself to FPS games and space shooters as much as Star Wars does, so finding the right formula for a killer Trek game with general appeal and executing it properly is a much more daunting task for a game developer. I'm certain that it will happen eventually.