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.
What happened to good old bandwidth-friendly text?
Circumcision is child abuse.
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!
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?
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.
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!