Updated Mon, Dec 17, 2012 by jeffprime
Every gamer has one or more--the game they anticipated with the highest expectations, only to have their hopes and dreams dashed at launch. In fact, we’d bet that, before you finish reading this introduction, a title or two will have popped into your head. We’re going to share the games that broke our little staff writers’ gamer hearts. Read on to see if any of our picks made your list.
Heart broken: ricoxg
Around 2005, I heard that Perpetual Entertainment was working on a new Star Trek MMO, and started reading up on it. There were some pretty cool ideas kicked around, like player-owned ships, with multiple manned stations in some of the larger ships with terminals that other players could take over to increase performance. It was also suggested that players would be able to choose classes (...or ratings as they call them in the Navy) and skills to enhance their capabilities on either the bridge, engineering, away missions, or whatever. A new space MMO excited me, especially one from the Star Trek IP.
Then Perpetual Entertainment went bankrupt in 2008. It looked as though STO was doomed, until Cryptic Studios picked it up. When the beta released, I was actually pretty happy with the ship combat. There were some cool systems for tying bridge officers to ship capabilities, and the flight mechanics were fairly well done. Cryptic had changed the game significantly, and while some of the great shared-ship mechanics were gone, we'd been told there'd be explorable space, diplomacy missions, and crafting. Even cooler was the concept of planets and solar systems that could be discovered and shared amongst a player's fleets when those systems yielded quality resources or had something of interest.
At release, none of the promised systems were realized. The systems that could be "explored" ended up being random nodes in an empty and barely three-dimensional environment that could be scanned, and certainly couldn't be shared. Diplomacy consisted basically of providing random goods to a system that asked for it, goods that served no purpose other than that. Most egregious was the "crafting" system, which couldn't have even come close to touching something like Minecraft. (Seriously? An entire dev team couldn't beat one guy who made a game in his basement? How ridiculous is that?)
In the end, STO was little more than a really cool space-combat arcade game that barely rated the term MMO. All I ended up getting out of it was a collector’s edition box-set that was cooler than the game itself...and a broken heart.