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-   -   Running the Game on Player Feedback (http://sto-forum.perfectworld.com/showthread.php?t=385321)

stoleviathan99 09-12-2012 04:47 PM

Running the Game on Player Feedback
 
I get frustrated sometimes with my uncertainty as to whether some of the player feedback reaches Cryptic.

That said, I think some of the best decisions from Trek relied on information either being withheld or audience desires outright subverted.

For example:

Picard being assimilated.
Jadzia Dax dying.
Dukat turning out to be psychotic and siding with both the Dominion and the Pah Wraiths.
Dukat and Kai Winn hooking up.
Kes leaving Voyager.
Neelix staying.

Maybe even Worf being on the Enterprise, skipping ahead 70 years.

I think Cryptic needs to be freer to make these kinds of calls, unpopular or demanded features or elements shot down. Without that, you have something bland and that being Trek means taking the reins away from the players now and then. Instead of succeeding or failing based on how they deliver to player expectations, sometimes intentionally and deliberately going the opposite way from player requests and openly admitting that they do this sometimes, rather than trying to maintain the appearance that they exist to give players what they want and being stuck with doing that job badly when player desires make for bad game design or don't fit.

Now, to get away with those kinds of calls, you need to establish that your judgment is good enough that you can refuse players what they want and make the alternative entertaining.

daan2006 09-12-2012 04:58 PM

i cant remember the last time sto made me like do a OMG other then adding the true ESD

centersolace 09-12-2012 06:20 PM

Quote:

Originally Posted by daan2006 (Post 5689211)
i cant remember the last time sto made me like do a OMG other then adding the true ESD

I can.

Alpha. Alpha made me OMG exactly like Levy is describing... in a good way. Warping in and seeing that massive planet in front of me really nailed the fact this wasn't a normal mission. Actually, that mission was full of those moments. Walking through the jungle, peeking around every corner looking for ambushes, solving puzzles (or beating your romulan lackey into solving them for you. :P), saving your fellow warriors from Saw-esque traps, that hilarious Klingon captain...

That was an amazing mission, and one of the few I enjoyed from beginning to end. (The others being the Vault, Colosseum, and Starbase Incursion (though the last one could be better if there was more climbing around on boxes, So much fun!)).

We need more stuff like that!

daan2006 09-12-2012 06:23 PM

Quote:

Originally Posted by centersolace (Post 5690031)
I can.

Alpha. Alpha made me OMG exactly like Levy is describing... in a good way. Warping in and seeing that massive planet in front of me really nailed the fact this wasn't a normal mission. Actually, that mission was full of those moments. Walking through the jungle, peeking around every corner looking for ambushes, solving puzzles (or beating your romulan lackey into solving them for you. :P), saving your fellow warriors from Saw-esque traps, that hilarious Klingon captain...

That was an amazing mission, and one of the few I enjoyed from beginning to end. (The others being the Vault, Colosseum, and Starbase Incursion (though the last one could be better if there was more climbing around on boxes, So much fun!)).

We need more stuff like that!

hey easy on my romulan bros :P

"Notice the primitive rage in his eye... the uncontrolled brutality. Klingons can be quite entertaining, don't you agree? I think every Romulan zoo should have a pair"

thecosmic1 09-12-2012 06:27 PM

Alpha is so cool! I don't even like using my KDF that much but Alpha made me squeal. :)

I thought walking outside of DS 9 was an OMG moment. I have also enjoyed the Defera Invasion and Numina. There's also something really cool about seeing the Tholians attacking your Fleetbase - especially when you have 10-20 people in the Event at once. :)

adon333 09-12-2012 06:47 PM

Quote:

Originally Posted by stoleviathan99 (Post 5689071)
I get frustrated sometimes with my uncertainty as to whether some of the player feedback reaches Cryptic.

That said, I think some of the best decisions from Trek relied on information either being withheld or audience desires outright subverted.

For example:

Picard being assimilated.
Jadzia Dax dying.
Dukat turning out to be psychotic and siding with both the Dominion and the Pah Wraiths.
Dukat and Kai Winn hooking up.
Kes leaving Voyager.
Neelix staying.

Maybe even Worf being on the Enterprise, skipping ahead 70 years.

I think Cryptic needs to be freer to make these kinds of calls, unpopular or demanded features or elements shot down. Without that, you have something bland and that being Trek means taking the reins away from the players now and then. Instead of succeeding or failing based on how they deliver to player expectations, sometimes intentionally and deliberately going the opposite way from player requests and openly admitting that they do this sometimes, rather than trying to maintain the appearance that they exist to give players what they want and being stuck with doing that job badly when player desires make for bad game design or don't fit.

Now, to get away with those kinds of calls, you need to establish that your judgment is good enough that you can refuse players what they want and make the alternative entertaining.

What are you doing with Geordy's visor Picard? You arent even blind!

avantgarde01 09-12-2012 08:45 PM

Quote:

Originally Posted by stoleviathan99 (Post 5689071)
Dukat turning out to be psychotic and siding with both the Dominion and the Pah Wraiths.
Dukat and Kai Winn hooking up.

Agree with everything but the Dukat transformation. Prior to Sacrifice of Angels, Dukat was one of the most sophisticated and deeply layered villains I'd seen in Trek. From season six onwards he was relegated to a mustache twirling villain similar to the old black and white sci-fi shows. Even worse is that Dukat could have easily done everything Damar did. I suspect the chief reason Dukat had to go over the edge is cause they needed a Yin to Sisko's Yang, ala the Emissary story arc had not yet been wrapped up.

Having said the above, there is no question that producers (game or film) have to have a firm vision to follow. Keeping your audience playing, or watching, will not always equate to giving them exactly what they want.


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