Hardtalk Exclusive
An interview with Chris Jones
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STG
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1: First of all, for anyone who hasn't
heard of you (is that possible? lol) tell us a little about
yourself and projects you have been involved with in the
trek community?
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Chris Jones
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Well, I live in upstate New York, USA, in a
place called the Adirondack Mountains, with a family, a
mortgage, and several computers. Since the days of the first
Starfleet Command I have produced several modifications of
each game in the series, ranging from TOS up through and
including the Nemesis era. I’ve also produced or adapted
several map packs for Bridge Commander, many of them based
on actual Star Trek worlds and situations.
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STG
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2: When did you first enter the Star Trek
gaming community and what made you pick up your first Star
Trek game off the shelf?
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Chris Jones
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It was in early 2000, after I had been
playing the Starfleet Command demo, and discovered that I
could make the ships do different things than they were
originally designed to do. I wanted to have a go at modding
the full version.
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STG
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3: What made you first start modding Star
Trek games? Was it just out of pure curiosity? Or was it due
to someone inviting you to try it out all those years ago?
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Chris Jones
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My first ever modding experience was with
the first Starfleet Command when I had the Federation
Battleship going full speed with mega-shields and a full
weapons lead-out. My brother had called me and said I had to
check out the changes he’d made to the SFC demo. I remember
thinking I’d rather have a Galaxy class ship doing that in
my Star Trek game, and there were several modellers making
new ships for the game at the time. I was heavy into Deep
Space Nine, and wanted my game to act like that as much as
possible. With all due respect the original series and the
characters that started Star Trek, in a gaming setting I
prefer the ‘Next Generation’ characters and ships.
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STG
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4: A lot of people don't know the kind of
work which goes into making a full scale multi race mod for
Star Trek - Starfleet Command 2 EAW/OP and Starfleet Command
3. What process do you follow to make one of your large
multirace mods?
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Chris Jones
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It depends on the game being modded, but
you have to look at the number of available race slots – and
then decide what races you’d like to have in there. Let’s
take the Universe At War Mod for Orion Pirates, which
evolved out of an older mod. It originally started way back
with the TNG mod for EAW. That mod grew into a multi-era mod
for EAW, which inspired the OP version of same, Universe At
War. I simply gather up the ships I would like, seeking
permission along the way. A few modelers have said that I
can use anything they make, so long as they get credit. This
leads into another aspect of making mods for Starfleet
Command, getting rid of those pesky ??? that I see in a lot
of mods. That is a pet peeve of mine. In all SFCs you can
customize the name of the ship (in SFC1,2,OP you can
customize two descriptions in the ship select screen). In
one of the customizations I give credit to the model
authors. The ship might say ‘Sovereign Class NCC-1701E’, but
the ‘refit’ area would say, ‘Bridge Commander Model by
Hawkeye, C2X textures’. It is hard to pin down an exact
procedure as I tend to do several things at once. Once the
ships are in place lots of beta testing happens, which is
when we note the ???, funny specs, ships that don’t show up,
and other oddities such as missing break-up models.
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STG
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5: Looking at the amount of mods you have
made for SFC 2 alone, and including all the other mods you
continue to make and have worked on in SFC 3, what is your
favourite mod which you have worked on to date and why?
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Chris Jones
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I think the most recent one for OP called
‘The Universe At War’, which is available in 7 parts here on
STG was my favourite one to work on. It was originally
called, ‘The TNG Mod for OP’. It was never complete in my
eyes when I released the final version in October 2002 – as
in I wanted to come back to it at some point. As you know in
November of 2002 SFC3 was here. I did a TNG Mega Mod for
SFC3, still available, that others expanded upon and went
further. I did come back to the old OP mod in the Summer of
2004, turning it into a Multi-Era mod. I like the Multi-Era
idea because everyone can enjoy it. We are considering a
Dynaverse server for the seven part UAW Mod. Just to note, I
chose to expand on the Orion Pirates mod instead of the SFC3
mod mainly because I wanted a lot more than four race slots.
OP has 16 race slots allowing for much variety, even though
I don’t get warp or reverse with it.
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STG
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6: Looking outside of the massive amount of
mods you have made for the SFC Community, lets take a look
at the other mod projects going on in games outside of the
Starfleet Command franchise. Bridge Commander...more
specifically the Bridge Commander 2 project which is headed
by the one and only Raven Night. Your on the team for the
project and a lot of people in the BC community are really
looking forward to the final release of this mod. Can you
give us the general info on the mod for BC and the role you
are doing in the design of the mod?
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Chris Jones
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Bridge Commander is loads of fun. Some
background.. After the release of the last part of my SFC3
TNG Mega Mod in May 2003, I was feeling burned out on
Starfleet Command as I had been doing it for so long. One
morning I opened up Ship edit (great tool!) and couldn’t
proceed. I had been dabbling (I like that word) in Bridge
Commander since its release in 2002 but was too heavy into
OP modding that year to do much with it. BC is TNG out of
the box and that intrigued me. In hanging around on Bridge
Commander Universe I read up on adding ships and making
systems maps. There’s a Solar System Creation thread by
Banzai Zap on BCU that got me hooked. I remember when I
first got my own planet to show up in a game. It was like
being a kid again, and off I went. I made some systems for
myself and got thinking I wanted some ships in these static
systems. BC involves python scripting, and I was a little
rusty on it. I asked some questions, and got to know Jeff
Watts, Jr. He helped me in adding AI ships to my systems and
we eventually expanded that into the Multiplayer arena.
Somewhere in there The Bridge Commander 2 project was
kicking off. BC2 is going to be a freely downloadable mod
with an engaging storyline, with all new ships, bridges,
scripts, and system maps. I am doing the system maps for
BC2. Some maps are of real star systems in space some are
conceptual. It promises to be quite the mod. There will also
be a Mutliplayer aspect of BC2, which involves some intense
python, that I’ll handle the maps for as well.
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STG
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7: Bridge Commander and the Starfleet
Command series are completely different games, what made you
get involved in the BC 2 project and what are the
differences in modding the Bridge Commander game? Is modding
BC more harder than the SFC series?
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Chris Jones
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I got into BC modding for the challenge of
it, and because I do like what the BC engine does for ships
and solar systems, especially now with the mod called
NanoFx. In May of 2003 I stopped doing SFC mods to take up
BC. At the time I was wanting to take a break from SFC to
get a fresh perspective. After releasing some BC system map
packs I was asked to join the BC2 team by Raven and gladly
accepted. Modding BC is a bit more difficult than modding
SFC in that you have to know a bit about scripting in the
python language. Python got easier as I went along, and
became fun. What I do is easier in BC, I think, than
hardpointing a ship in BC. Making new systems is fun. For
instance, in my Sol Multisytem version 2 single player map
pack (Multisytem meaning you can warp between systems), the
one with required downloads, the Mars system has several
scenarios – Two Stardocks, one dockable btw, an asteroid
moving towards one dock that you need to destroy, and
several AI ships. The AI ships are friendly if you are
Federation or Klingon. If you are any other race, they will
attack you. In addition, the planet Mars has NanoFx
atmospheres, thus adding to the scenery. In a Multiplayer
map pack that Jeff Watts, Jr. and I did, you enter a system
with about 12 ships all attacking each other, and you if you
get close enough. One of the aspects of BC Multiplayer is
that you can only add permanent AI ships in a static map if
you don’t add any new (non-original) ships into the
multiplayer game. I had a lot of ideas and Jeff was a
tremendous help and inspiration in getting them implemented.
Starfleet Command is easier to add ships to, and the
Multiplayer does not really care if the shiplists are
mismatched. There are many less restrictions in SFC modding.
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STG
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8: Whets on the cards for Chris Jones in BC
modding after the final release of Bridge Commander 2?
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Chris Jones
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Not sure yet. I’d like to help with
Elminster’s Dominion Wars idea, if I get the time. We’ll
have our hands full supporting BC2.
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STG
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9: What projects apart from Bridge
Commander 2 are you currently working on in the trek game
modding scene? Let the folks out there know what your
current projects are all about and why they should play them
:)
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Chris Jones
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I am looking at Nexus: The Jupiter
Incident. Have you seen what Darkshimmer, DarkDrone, and
DarkThunder are doing for that game? They are turning it
into Star Trek. As of this writing the game is not being
sold in the US, but I plan to get it and get into system map
making for that game. I’ve recently finished up the OP Mod
called Universe At War, mentioned earlier. It is the most
extensive mod I’ve ever put together. It brings all new
ships, graphics, and audio, including music, into Orion
Pirates in a Multi-Era setting. You can get it here on STG
in 7 parts. Missions are planned as well. As a bonus, I am
updating, as time permits, the old SFC2: EAW Multi-Era
shiplists. There were 7 different shiplists in that mod,
lol.
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STG
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10: Moving off from the modding scene for a
few questions, the hardtalk series of interviews give people
a chance to voice there views and opinions on the trek game
franchise. Paramount will no doubt be reading the
interviews, especially since the name of Chris Jones is one
of the most respected names in modding trek gaming.
First off, if you had the chance to go back
to the early days of trek gaming, back in the days of
Klingon Academy for instance, and Paramount gave you the
opportunity to change trek gaming by releasing and designing
games which YOU thought would be a good idea, what games in
the current trek fold like Armada, EF, SFC and the likes
would you take and expand upon, and why?
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Chris Jones
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I would have brought out a Next Generation
game a bit sooner, or perhaps a Multi-era game. Most
everything at the time of Klingon Academy was Kirk/Spock
based. That’s fine, but most Trek gamers were watching TNG,
DS9, and Voyager at the time. To be honest, Armada didn’t
hit me right, I think because the ships were just too small.
If we could have taken the original SFC2: EAW, and made it
an engaging story line set in multiple eras, much like the
‘Generations’ movie, it would have worked. The early era
could be TOS, mid era TMP (motion picture), and late era as
TNG. I also would have investigated the 3D idea for the
engine. If done right and promoted right, it could grasp all
Trekkers, old and new. This is what I’ve done the big
Multi-Era mods; The one for EAW online here at STG, and the
recent OP release of ‘The Universe At War’.
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STG
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11: Looking at the current state of trek
gaming and the release of the new MMORPG in 2007, do you
think Paramount should try to release a new game, possibly a
sequel to Bridge Commander or Armada 3 in 2005/6? Or do you
think they should concentrate all the resources they have
into the MMORPG game?
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Chris Jones
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The new MMORPG will obviously require lots
of resources and time to implement so I think the major
concentration should be on that. However, I’d like to see
something to ‘Bridge’ the gap, so to speak, between now and
then. What would be ideal, I think, would be a Bridge
Commander sequel that, if nothing else, patches up the
inability to have a dedicated server. Also, incorporating a
lot of the fan based mods for that game would be ideal. Many
people feel, as I do, that BC could have been so much more
upon its release. However, I am also aware of how the real
world works.
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STG
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12: If you are on the phone to Paramount
right now, and they asked you for your opinion on the future
of trek gaming inside and outside of the modding scene, what
would you tell them?
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Chris Jones
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I would say the future is bright. Trek
gaming is not dead, or dying, It just needs a shot in the
arm. It is much the same situation as when The Original
Series was about to go off the air and the fans launched a
massive mail in campaign to keep it going. What I’m getting
at is that Star Trek gamers are a vocal lot, and will not
simply fade away. The big thing is to listen to the fans, as
they play daily and know the game inside and out. The beauty
of Trek games is that they can be modded, and in a lot of
cases these mods become more popular than the original game.
The mods keep the game alive, and Star Trek itself.
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STG
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13: Whats the worst and best aspects of
trek gaming's franchise and it's community that you have
seen so far?
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Chris Jones
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The worst – that’s a tough one as I don’t
like to write negative comments but I might have said
Starfleet Academy. It was mildly interesting at best – I
think because it was not Next Generation. That being said,
the best gaming franchise has to be Starfleet Command. Since
the demo of the first SFC many fans including myself have
been hooked. The worst thing however, that can happen to a
game like SFC with such a loyal and vocal fan base is that a
game ship with too many bugs. Yes patches can save it down
the road, but a game should be relatively bug free out of
the box. Again, I am aware of business world deadlines and
realities. I just wanted to mention a fun game I still have
on CD. ‘Star Trek: Unity’ by Spectrum Holobyte. That
actually was the first Trek game I played on the PC.
The best aspect of the community has to be
the camaraderie of the fans and gamers. For the most part,
people feed off and learn from each other.
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STG
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14: Back onto the subject of modding for
the last few questions again :) Looking to other community
sites like www.dynaverse.net and the Dynaverse Gaming
Association© based in dynaverse.net, they are working on
securing the release of the source code for the SFC 2 - OP
game and possibly SFC 2 EAW as well. What do you see will be
the major changes in the modding of those 2 games when the
DGA finally secure the release of the code? Will it benefit
modders like yourself and will it make your job making mods
a bit more harder?
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Chris Jones
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Securing source code would be an absolute
blessing for the regular SFB gamers in that a great many
features from the SFB ruleset could be implemented. Source
code would be also greatly benefit the modding community.
Regarding SFC: OP: we would then be able to add in features
and weapons that we felt would enhance the game even more –
things like Warp, reverse, possibly having more than six
players in multiplayer, and perhaps even more than 16 race
slots. I’d like to talk for a bit on what I believe are the
three distinct types of gamers playing the various versions
of Starfleet Command. The first is the hardcore SFBer, the
person who played the board game and wants to see SFC mirror
that as much as possible. The second would be the Trekker,
the person who wants to see in a PC game what he/she sees on
TV and in the movies. The third is the casual gamer who just
likes to shoot at things, which there’s a bit of that in all
of us. Source code would benefit the first 2 gamer types I
mentioned, especially in SFC: OP. I fall into the second
category of wanting to see in a game what’s on TV and in the
movies, which is why I started modding in the first place.
Give me my Galaxy and Sovereign class ships, lol. For me
personally, having my OP game with many of the SFC3 features
like warp, reverse, and perhaps a true cloak, would be a
dream come true. For EAW, being able to upgrade that game
would make that particular fan base happy as well, although
it may not be needed as much because you can essentially
turn EAW into OP with source code.
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STG
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15: Looking to the older community sites
like us here at STG and to ChessMess' STGU, what can they do
to make the life of modders a bit more easier?
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Chris Jones
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Stay alive! Just keep supporting Star Trek
gaming as you have been with current Trek and Trek gaming
news. Also, the occasional interview like this one wouldn’t
hurt! It has been said many times that mods keep games
alive, and as long as you continue to support mods you’ll
help in the support of the modders. Let me backtrack a bit.
In the Spring of 2003 I was given a lifetime achievement
award from Taldren for supporting their games through mods
and such. David Ferrell initiated that, and I am very
grateful. It was because of sites like yours that mention
and support mods that I was able to get that award.
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STG
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16: Any future projects on the horizon for
you? If so, what are the storylines?
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Chris Jones
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None in my head right now, but I have
thought of making maps for games like MOHAA, Counter Strike,
and Enemy Territory. My first priority would be anything
Trek related. I do love the look of ‘Nexus: The Jupiter
Incident’. As of this writing I am associated with a fine
group of gamers known as CUGS, that runs King of Hill
tourneys on GSA on the weekends. You can find me on GSA a
lot supporting my own mods and answering questions.
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STG
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17: ...and finally, do you have any peices
of advice for the aspiring modder for the SFC series of
games who are just starting to mod the game?
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Chris Jones
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Plan your mod out, and don’t try to do too
much at the same time. Ask questions and use the forums that
are available to you. The veterans of the SFC gaming
community, including myself, are very willing to help. One
more thing which is the most important – HAVE FUN!
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STG - Thanks Chris from all the staff of the STG for supporting
us for the past several years!
Chris Jones - The pleasure’s mine!
Interview held via email, questions by Claire Venra with
input from Tony Mcadam and Victor Mullin.
STG - 15/12/2004
For more info on what Chris Jones is doing, visit his site at
http://www.startrek-gamers/~cjones
note that the STG hosted site is a mirror for his site at frost works, but is
still kept up to date.
STG - The HardTalk Series...
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