Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
09-08-2008, 04:59 PM
Didn't learn much about STO, but thanks anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
09-08-2008, 05:01 PM
Thanks for the Q+A session, I'm especially excited to hear about his involvement in the space combat design. I encourage a look at Star Trek: Bridge Commander (especially with the Kobiyashi Maru player mod pack) for inspiration, if he hasn't already.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I expect everyone at Cryptic is hard at it trying to bring the true Trek experience to STO, and that is going to pay off for them in the end, as they see the many fans that subscribe to STO

I also think they realize that the diehard fans will not let them work diligently and peacfully without keeping us updated on a regular basis.

Most any tidbits of information on the project and it's progress will keep most of us folks happy.
Prior to Cryptic for a couple of years.....nothing, as to the progress, so this is candy to the sweet tooth.

The vast majority of us have been waiting for this for so long, that to a certain extent, it's kind of hard to beleive that it is actually going to happen.

We tend to get overbearing or starved for information on what by now all of my friends and I have deemed as OUR game. So as you can see some can get territorial when it comes to this franchise.

Thanks for the updates and reassurances
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
09-08-2008, 05:26 PM
Quote:
Don't forget to play a lot of games, even games you don't like. Understand the mechanics, and learn to critique them objectionably.
How does that work, exactly? Can I just swear a lot in my reviews?

:p Glad to hear from you, Captain Geko! Hope to see you on this forum sometime!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
09-08-2008, 05:49 PM
The very last part of that post Al made on the main page I think we all need to hold him to that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
09-08-2008, 05:59 PM
Good to meet you Al, I'm sure you'll do just fine.

I did have a question, and this is general anyone with knowledge and experience may answer it, I would like to get in the game industry... I have since I was a kid but I'm taking a not so traditional route, and I wanted to make sure there is possability before I get to set on the route I'm going.

I tryed the whole art school thing, you know the ones that say "get your dagree in game design", and while I was there they trained me in Photo Shop, 3D studio max and all that stuff but I never finished and moved on to a traditional 4-year college due to wanting a dagree that could evolve into a masters (the art school known as AI - Art Institute wasn't a recognized school when it came to academics).

Since then I've been honing my skills as a writer (with a dire dependency on spell check hehe) but I've had a few friends and family members read my stuff and they like it a lot. So I decided to get a dagree in English at a college next to my house (CSUCI - California State University of Channel Islands), my goal is to become a writer, I do understand its an uphill battle and not everyone makes it, so I'm looking for the "bread and butter" job, you know something to put money in my pocket and food on the table untill I actualy break through as a writer (if should be the prefered term, I realy do understand that not everyone can make a living off of just publishing books).

So to get to the bulk of the question, is there any need for writers in the game industry?

I ask only because the article about Al, had a section about "how to become" a game designer or creater and I figured with that tied into this thread I might just toss out the question.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
09-08-2008, 06:29 PM
Quote:
Q: What part of Star Trek Online are you the most excited about working on?
A: Space combat. I am a combat system designer at heart, and I am very excited about the system we have worked out for space combat. Space combat is nothing like typical MMO combat, nor is it a dogfighter. It is deeply tactical, strategic and 100 percent Trek. Shield facing, turn rates, weapon firing arcs, power transfers, bridge officer skills, ship configurations and damage control are all things you will need to manage. We also are working on mechanics for different levels of automation if you want a simpler experience (put some weapons on auto fire, power level presets, that sort of thing).
Oh my god that might be the single best news I've heard so far. This makes me so ridiculously happy, as that has been one of the most recent discussions I've been having. I'm so glad to hear combat will be dynamic and a thinking man's game, rather than the mediocre basic point and click bash 'em ups the industry likes to spew out.
Al, ST:O is gonna come out wonderful if it's in your capable hands. I have faith that you'll put out a game that will be deserving of the series and of us fans. Thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
09-08-2008, 06:36 PM
Nice. I am most impressed in your choice of favorite episodes.

great news about the combat system. A big fear of mine was that the combat system would be some kind of mindless button mashing frenzy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
09-08-2008, 07:02 PM
Awesome to read that the topic of space combat isn't turned into dogfight. Fireing arcs, tranferring energy & especialy bridge skills are the things I apreciate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
09-08-2008, 07:25 PM
Outstanding introduction, I like the vision that you outlined.

Can't wait to see it all come together.
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