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Interview with Jon Radoff December 14 by VentureBeat
Posted: 24 December 2014 03:40 PM   [ Ignore ]  
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There’s a lot of talk about Game of Thrones Ascent, but some talk about Timelines, as well as future company developments.

Fair warning, some of the language can be dense, the interview was done for a Venture Capital website, not gaming.
http://venturebeat.com/2014/12/14/hey-no-pressure-this-game-developer-has-to-please-fans-of-game-of-thrones-and-star-trek-simultaneously-interview/

We know that with Star Trek, we’re going to localize right out of the gate in a few languages — German for sure, probably several after that. That’s making us think about the game a bit differently as far as some aspects of gameplay, so we know it’ll be easier to maintain the update rhythm that we like. …

t’s easy to take a game skeleton and whitewash it with a particular IP. It’s more difficult to build games from the ground up that are true to the IP and do the things that IP demands. In Game of Thrones, the idea of having politics and diplomacy and marriage alliances and all that rich social gameplay came about not because we took another game design and tried to retrofit Game of Thrones on it. It came out of our own conversations with [Game of Thrones creator] George Martin and our own enjoyment of reading the books. Star Trek will also need to do some unique things.

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GamesBeat: How do you look out for any minefields in the idea of planning for IP? The TV show is kind of on its own track as opposed to the books with Game of Thrones. Then you’ve got something like 40 years of Star Trek canon to tiptoe around.

Radoff: The first thing we do is make sure our team is populated with people who are experts on the IP. With Game of Thrones, the people who worked on it all read the books. Most of them have read them multiple times and gone on to watch the show. Same with Star Trek. We have people in our office … literally, there’s one guy who can see three seconds of any given Star Trek episode and tell you a summary of the plot. You have to have that.

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Radoff: With Star Trek Timelines, the narrative premise of the game is that there’s a crisis in the space-time continuum. All the different timelines have been mashed up. There’s original Star Trek material, Next Generation, many of the films, Enterprise, Voyager, Deep Space Nine. It’s all there. You can go to one part of the galaxy and relive some of the stuff that you’ve seen in favorite episodes all across the franchise, as well as plenty of new content.

That’s one thing that’s going to be fun about Timelines, the idea that we’re pulling in all this content from decades of canon. It gives us a huge number of characters. The central thing you’re doing in Timelines is assembling a crew of all your favorite characters. If you want to see what it’s like to have Spock and Picard and Janeway and Sisko on the same ship, you could put that together. That’ll be a lot of fun for people who’ve enjoyed the shows, whichever is their favorite.

One thing we’ve found talking to the community of fans, everyone has a favorite character. It’s very diverse. Every individual series has a following among a group of people for whom that was their favorite. Trying to bring all these micro-communities around Star Trek together into one game they can have a lot of fun with is the challenge, but it’s also the opportunity.

Things we can learn:
-German language support from the time they say “Engage”
-Frequent updates to content

I love they have a Star Trek nerd on the project who can nearly instantly recognize an episode.

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