Cryptic is giving us the chance to meet the crew behind Star Trek Online. Al "Captain Geko" Rivera is the lead designer behind the ultimate upcoming science fiction MMORPG. Your Ten Ton Hammer team has brought you the entire interview for your reading pleasure (read the original article here)! When you are finished with this interview, take a look at the exclusive editorial by Ten Ton Hammer's guest columnist Chris "Spare" Higgins Starfleet Academy & The Klingon Defense Force or catch up on the lore with the Star Trek Online Fiction Update 2379-2380.


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Al Rivera, lead designer and devout Star Trek fan

Q: What do you do on Star Trek Online?


A:
I'm the lead designer. When we first started to work on Star Trek Online, the executive staff and I worked out the key features and the vision of the project. My primary responsibility is to ensure that the team maintains that overall vision. This means writing design documentation, creating systems, implementing assets and managing the design team. It is also my personal responsibility to ensure that the work we do remains true to the IP. But most importantly, it is my job to make sure that the game is fun.

Q: How long have you worked in gaming, and what did you do before Star Trek Online?


A:
I have been in the industry for more than 10 years now. Before I came to Cryptic, I worked at Sega.com on Dreamcast titles and a little MMO called 10SIX. After that, I worked at Maxis on The Sims Online. I've been at Cryptic for about six years now. I worked on City of Heroes and City of Villains as the lead powers designer, led the combat team for Champions Online for a while, and then I moved over to lead STO when we got the project.

Q: What part of Star Trek Online are you the most excited about working on?


A:
Space combat. I am a combat system designer at heart, and I am very excited about the system we have worked out for space combat. Space combat is nothing like typical MMO combat, nor is it a dogfighter. It is deeply tactical, strategic and 100 percent Trek. Shield facing, turn rates, weapon firing arcs, power transfers, bridge officer skills, ship configurations and damage control are all things you will need to manage. We also are working on mechanics for different levels of automation if you want a simpler experience (put some weapons on auto fire, power level presets, that sort of thing).

Q: What are your favorite episodes?


A:
There are so many. If you had asked what my favorite series was, I would say Star Trek: Deep Space 9. Some of my favorite episodes include "Arena" (TOS), where we are introduced to the Gorn; "The Doomsday Machine" (TOS); "The Best of Both Worlds" (TNG) where Picard is assimilated; "All Good Things" (TNG), the series finale; "Scorpion" (VOY), where Voyager first encounters the Borg, Seven of Nine and Species 8472; and "The Visitor" (DS9), where an alternate future Jake Sisko sacrifices himself to save his father.

If I had to pick one, I guess I would have to say my favorite is "Sacrifice of Angels" (DS9), where Sisko retakes DS9; closely followed by "Yesterday's Enterprise" (TNG), where we see Tasha return, which eventually gives rise to Sela.

Q: So what is your answer to one of the eternal Trek debates: Which captain was your favorite and why?


A:
I am going to have to go with Picard. Kirk is still "the man," but Picard is the kind of leader I would follow and strive to be.

Q: What is an interesting fact about you that players would be surprised to know?


A:
I own a Bat'leth.

Q: If you had to live on one food for the rest of your life, what would it be?


A:
Hasperat.

Q: What advice do you have for someone who wants to break into the gaming industry?


A:
Figure out what you want to do first. The industry is maturing and there are many distinct disciplines. Many times I see entry-level candidates who want to do everything. They talk about their design, engineering and art abilities and they want to do them all. I can appreciate their enthusiasm, but you should focus on what you love and get good at that.

A lot of games have open source or tools to make your own mods or levels. This is a great way to learn how games are made. When you get good, you can put your stuff on the Web for others to download and play, or show it off on YouTube or your own web site. Don't forget to play a lot of games, even games you don't like. Understand the mechanics, and learn to critique them objectionably. But first, go to school and get a degree.

Q: Is there anything you would like to add?


A:
I want to make sure that everyone knows what a devout Star Trek fan I am. I can't begin to tell you how excited I am to have been given the responsibility to design this project. I can promise you that I will do all that I can to ensure this IP is treated with respect and accuracy. This is not going to be another cookie-cutter MMO with a Star Trek skin on it. STO will be the unique experience that you have been waiting for.


To read the latest guides, news, and features you can visit our Star Trek Online Game Page.

Last Updated: Mar 29, 2016

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