In
the summer of 1998, Activision had acquired licensing rights to make
games using a number of Star Trek franchises. Their goals from
the beginning were to create a broad selection of games and show the
gaming community that Activision could take the Star Trek brand
and make high-quality games with it, better than other publishers had
in the past. The preliminary game slate was set with a first-person
shooter as one of the initial titles.
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.
Our
main focus during production was not to think about the game as a Star
Trek product per se, but rather an action shooter that borrowed
from the Star Trek universe. This helped us focus more on what
would be fun for players. To our surprise, the Paramount approval process
was much easier than we anticipated. We had heard many horror stories
regarding Paramount's strictness with their licenses, things like, "You
can't do anything new," and, "It's hard to get things approved
because they're so protective of the license." What we experienced
was the exact opposite. Paramount was more than accommodating in helping
us create a fun game, and we were able to bend the rules a little along
the way to help accomplish our goal. We created new Starfleet weapons,
a Voyager SWAT team, used the Klingons, and even added "classic"
Star Trek to the Voyager setting. As long as an element
made sense to the story and its presence could be explained, it was
no problem.
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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