Ten
Ton Hammer: The alternate reality plotline offered up a pretty
compelling bridge to the known Star Trek
universe established in the original series while still allowing for
the material to be handled in new and interesting ways. While STO is
clearly grounded in the known timeline, might we see any mission
content that tackles the concept of alternate realities in a similar
fashion as the film?
Craig:
There are definitely “alternate reality” missions
in
Star
Trek Online. I
don’t think it would be a very strong
Star Trek
game without time travel or the Mirror Universe!
Ten
Ton Hammer: In the film, space combat remained true to form in that it
was equally tactical and epic, while ground combat took on a much more
immediate, kinetic feel. Based on this, how would you characterize
combat in STO at this point?
Craig:
That is how we’ve always described the two different combats
in STO. Space combat in
Star Trek
is tactical, paced and larger than life – it has to do with
timing and positioning. Ground combat is faster and more action packed.
We're happy that the new movie identified these traits in the license
as well.
Ten
Ton Hammer: While the overall tone of the film could have remained
fairly dark, instead there was plenty of comic relief to break some of
the building tension. Will we be seeing more of this lighthearted,
humorous side of the Star Trek
universe in STO?
Craig: It’s a fine
line to tread.
When I met Leonard Nimoy last summer for the announcement of STO, I
asked him what was the one thing that we should address in the game
that we’re probably were not thinking about yet. What is the
one, essential thing about Trek that isn’t obvious?
His answer was humor. Blew me away – it was right there all
along. All the best shows have the crew bantering back and forth, and
all of the best movies humanize (Forgive me Spock) the characters by
putting them in humorous situations.
Of course, we talked a bit about how difficult it is to pull off that
“banter” humor in an environment where the player
is one of the main characters. We won't put words in the player's
mouth, so we have to be careful to make sure that humor isn't
misconstrued as satire of the universe. That's a place we don't want to
go.
It’s hard – but we’re trying.
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