Star Trek Online's producer: "In hindsight, it was pretty darn risky"
Filed under: Sci-fi, Game mechanics, Interviews, New titles, Star Trek Online
The full interview confirms that the whole game had a two-year development cycle -- an astonishingly short turnaround for a game starting, essentially, from nothing -- and details the scope of problems that the staff had to deal with. The game included a number of major departures from expected norms, up to and including divorcing the player from their avatar to a greater extent than normal and creating two different combat systems with just one team on the assignment.
Whether or not you're happy with the end result is a matter of personal opinion, but Zinkievich is quite pleased with what the team produced operating under their several constraints. He also details some of the planned enhancements for Star Trek Online in the near future, which promises to be a bit less risky and a bit more straightforward.
[Thanks to Randomessa for the tip!]
























