Interview with 4jStudios on Star Trek: Encounters
Frank Arnot is the Managing Director of 4J Studios Ltd and the Game
Director/Producer on the Star Trek: Encounters project.
1: A lot of people don't realise that there is game
producers here in Scotland. The STG staff are mostly living in Scotland and I
found it a pleasant surprise to see that a Scottish developer is having a part
in the Star Trek franchise. From what I have read it looks like 4j Studios have
only recently started as a business, will it be only PlayStation 2 based games
your company will be working on now and in the future?
FRANK ARNOT: Scotland has a small game development community but what we lack in
size we try to make up in creativity. 4J Studios was formed in 2005 with the
express purpose of trying to make smaller, but more creative and crafted
products.
And while we can still be considered a new company, the vast majority of our
staff are highly experienced, many having worked in the games industry for more
than 10 years.
In addition to Encounters on PS2, we are also currently working a next-gen
console product (not Star Trek related), and post-Encounters we’ll be looking to
increase our next-gen workload.
2: Moving on to Encounters. A lot of people are calling
this game a Legacy style game for the PlayStation, is that a fair statement or
is the game more than Legacy made for the PS2?
FRANK ARNOT: I wouldn’t say that is a fair statement. For starters, no-one at 4J
has seen, played, or been a part of the development of Legacy or any of the
other Star Trek products.
Encounters is completely its own product. It has been developed with no
knowledge of what the other dev teams are up to.
Of course there will be similarities, but I put that down to some kind of
creative zeitgeist. I mean, if you asked 10 separate developers to make 10
different Star Trek products there would still be similarities across the games
because they all started from a common source.
3: Whats the feel of the game? Is it fast paced action all
the way or is there strategy involved in the game play styles?
FRANK ARNOT: I think the best way to describe the title is retro-arcade – it has
the feel of a classic action-orientated title. We wanted to make it fun to just
fly the various starships and shoot things.
This might be a bit of departure from what is expected from a Star Trek product
but everyone here at 4J is a fan of the various Star Trek movies and TV shows
and we decided to go a little “leftfield” and make the type of Star Trek game
that we would like to play, while still remaining true to the Star Trek license.
We are very happy with how the final product is working out and hopefully it
finds a place with the legions of Star Trek gamers out there.
There are a number of modes to the game:
- Episode Mode: offers 20 episodes, or missions, for the player to play,
featuring all 5 eras of the Star Trek universe. Each episode borrows its theme
from moments in the various movies or TV episodes and while shooting is the
mainstay of the missions there are other things the player has to do, for
example, tracking down enemy by following warp signatures, racing through warp
conduits, using nebula to allow stealthy movement, etc.
- Skirmish Mode: Head-to-head. This mode allows the player to play head-to-head
either against the AI or against a friend in split-screen mode to see which ship
would win in a one-on-one deathmatch.
- Skirmish Mode: Onslaught. This mode can best be thought of as a kind of Star
Trek meets Geometry Wars (the Xbox Live Arcade game). Playing as a Starfleet
vessel the player must survive increasing waves of enemy craft: Xindi, Klingon,
Romulan, Jem’Hadar, Borg, and others, in an attempt to achieve the highest
score.
4: Whats it like for a new company to have a part in the
40 year anniversary of a franchise as big as Star Trek?
FRANK ARNOT: Fantastic! We were thrilled to be offered the chance of working on
the Star Trek license especially given the 40th anniversary.
5: ...and working with Bethesda Softworks who have
released massive titles like Oblivion, whats it like working with them?
FRANK ARNOT: It’s been great. Bethesda gave us the creative freedom to create
the game we wanted on the PS2 and it has worked out really well.
6: The PlayStation 2 has been out for a little while now,
how hard was it to develop Encounters for the PS2 system and make sure that the
game used as much of the PS2's resources as possible?
FRANK ARNOT: We’ve got a very experienced team at 4J who have already completed
a number of PS2 projects so it was pretty straightforward to get the look and
feel that we wanted.
7: Can you give any hints on what the user interface for
the game will be like? The problem with some of the games for the PS2 was the
overly confusing interface for the games which confused people.
FRANK ARNOT: We’ve tried to keep the interface as simple as possible with
inactive items sliding off-screen but it is a very difficult thing to get right.
The user interface has to communicate a lot of information to the player and
striking that balance between informing and overloading the player can be tough.
8: With Encounter's being released alongside Legacy and
Tactical Assault it will mean for the first time 3 games have been released in
the same month in the 15 year history of the franchise, the focus is starting to
turn to the Star Trek gaming franchise once more. What kind of feedback have you
been receiving locally in the UK games industry?
FRANK ARNOT: The news of Encounters has just broken recently, so we’ve been very
low profile, in fact, this is our first developer interview!
9: Have the staff of 4J played any of the earlier Star
Trek gaming titles?
FRANK ARNOT: To be honest, no! Most of us had played and enjoyed the
first-person shooter, ST Voyager: Elite Force but other than that, no. Which I
think is part of the reason that Encounters hasn’t went down the expected Star
Trek game route. As I said earlier, everyone here at 4J is a fan of the Star
Trek movies and TV shows and I think the Star Trek universe is rich and diverse
enough to support many different genres of games.
10: Lastly...what does 4J Studios as a company have
planned for the future?
FRANK ARNOT: We hope to continue our successful relationship with Bethesda and
are working with them to line up future projects. We’d really love to do more
Star Trek games, perhaps building upon the game mechanic of Encounters but we’ll
just have to wait and see!
Thanks Erin and 4J :)
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