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Postmortem: Raven Software's Star Trek: VoyagerElite Force
Raven
Software had been an external studio of Activision for a year, finishing
up work on Heretic 2 and diving deep into the development of
Soldier of Fortune. Heretic 2 was near completion, and
we would soon need another project to work on. With our experience developing
shooters and a reputation for making quality games, Activision handed
the Star Trek first-person shooter project to us. The game started out being based on an unknown Star Trek crew within the Next Generation franchise. For two months work was done on the plot and story line, with a test level of a Defiant-class ship made using the Quake 2 engine. The main factor in designing the plot of the game was that it had to be an action game, despite the fact that Star Trek isn't known for action. To give meaning to the action, the idea for a Special Forces team soon emerged to drive the action for the game. Ultimately, because Activision already had two other games using the Next Generation license, the setting for our game changed to the Voyager franchise. Our excitement level was low at first, with the team feeling that Voyager was the least popular of all the Star Trek franchises. We soon realized that Voyager's plot allowed us not only to make our game with much more creative freedom, but also to create from something no one else had used. This inspired us to open the floodgates, continue on, and eventually realize that Voyager was the best setting for what we wanted to do. We quickly adapted the plot we had at that point into the Voyager setting. This was much easier than we thought it would be, and the Elite Force, or the Hazard Team as we called them, actually seemed to make more sense as a by-product of Voyager's situation. In January 1999, full production on Elite Force began with a small team of 15 people that would grow to about 25 core team members, with additional support from the Soldier of Fortune team.
One of
the biggest obstacles we had to overcome was that we would be making
an action game that had to appeal to both the hardcore FPS player as
well as the average Star Trek gamer and fan. This was no easy
task, and we spent a lot of time debating over the game style being
too much of an action game or more of a Star Trek game. Balancing
these two aims was a constant battle during the course of production.
We knew we had to walk a fine line blending a shooter and a Star
Trek experience if we were going to both make a successful game
and overcome people's perceptions that Star Trek games are not
good games. ________________________________________________________ |
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