Interfacing with Star Trek Online - A UI Discussion with Cryptic Studios

A fundamental key to making a good MMOG is its User Interface. A poorly fashioned interface will make it hard to enjoy a game, no matter what its other assets, and a good UI will be almost...

A fundamental key to making a good MMOG is its User Interface. A poorly fashioned interface will make it hard to enjoy a game, no matter what its other assets, and a good UI will be almost transparent as users start up the game for the first time and begin taking control, almost without thinking about it. We spoke this week to Amy Skopik, UI Designer for Star Trek Online and Craig Zinkievich, Executive Producer to unveil some of the challenges and innovation of STO's interface.

I think the only thing that is slightly different and kind of throws a wrench into it every now and then, is that there really is two control schemes. There’s ground, which is pretty straight forward. We have a really good feel for that. It’s a lot like the MMOs that we’ve done before. But then space is a little different.

Read the full Q&A exclusively at Ten Ton Hammer.


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

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