A HardTalk Special
An interview with Rantz from
QuickSilver
With the new
series of Star Trek games due out at the end of this year we caught up with the
second game that was announced for the console handhelds. Star Trek:
Tactical Assault has shades of the old Starfleet Command series and we asked
rantz of QuickSilver some questions that the community has been asking about
this new game.
1: The first question on everyone's mind is from the few
screenshots we have already seen of the game itself. Will be game be based on
the famous series of games that QuickSilver had a big part in during the
Interplay years, namely Starfleet Command? Since the screenshots look remarkably
like Starfleet Command 3.
Well there’s certainly some cross-over there. Some of the key folks on the
Quicksilver team for ST:TA were involved in the design and creation of the first
Starfleet Command, and since that project came about at Interplay in no small
part by certain folks at QS holding Star Fleet Battles up and saying “We need to
do a game of this”, there’s a certain amount of SFC that’s kind of ingrained in
us at almost a cellular level, that we couldn’t extricate if we tried. (laughs)
That said, it became obvious very early in the design phase of the game that
trying to replicate SFC, or the complexity of that kind of interface on a
handheld would be a sure fire route to disaster.
The experience of playing a game on a handheld system doesn’t have to be a
moronic, point and shoot one, as games like Final Fantasy Tactics, and Advance
Wars have proven… but it is a very different set of input mechanisms and it’s
also a different user experience.
When you are playing a game on the PC or even on a set top console, you are
committing yourself to a block of time that is usually fairly significant. At
least an hour or so, for the game experience. In the classic handheld games that
had some depth, Advance Wars, the Sword of Mana, etc those games were structured
so that you could have this overarching deep experience, that was parsed into
sections that you could break at 10-15 minutes at a time, allowing you to play
it on the bus, or in a waiting room. The new generation of consoles seems to
have moved away from that and given you basically the ‘ok commit to 3 hours, or
you’re playing tetris’ choice, which kinda sucks.
We also wanted to really give equal emphasis to the dramatic side of the
scenarios as well, making each scenario feel more like the player was actually
playing through the combat of an episode in the original series.
All of that gets balanced against the fact that this is first and foremost, a
tactical ship combat game. It isn’t a twitch game, it isn’t a traditional
console or handheld shooter… It all comes down to maneuvers… getting your weapon
facings around towards the enemy as they reach their charged state, while
keeping your strongest shields towards the enemy, while trying to get to their
weakest shields. You still have emergency energy reserves to allocate, you have
ship upgrades in the form of crew promotions based on your scenario performance.
Different Ships still have different hardpoints and different weapon mounts and
facings, as well as the numbers they can be tricked out with… It was interesting
at E3. We had more than a few die hard SFC fans who were members of the press
who were very skeptical when they picked it up and after 5-10 minutes were
enjoying themselves and saying how much it ‘felt right’.
We know that the hardcore SFC fans will probably find issue with some of the
choices, but the intention has been to bring as much of the feel over as we can
without overloading the player, given the platform. It is not by accident that
the game is called Tactical Assault. A lot of titles were floated around and a
LOT of them were shot down because we did not want it to seem as if this was a
handheld sequel, or port of either SFC or SFB. Inspiration? Oh hell yeah, lots
of inspiration. Not so much SFC2 and 3, but the first one and SFB were
definitely inspirations.
2: Any idea on what ships will be in the game?
In campaign mode, you play the Fed campaign, which upon completion, unlocks and
begins the Klingon campaign. There are 5 Fed ships and 5 Klingon. In addition to
the campaign mode, there’s ‘skirmish’ mode which is one-off sandbox-style play,
where you can just say “I want these ships, this type of map, these win
conditions, go” and slug it out. The ships available in skirmish depend on your
progress in the campaign mode. If you’ve completed the campaign, you’ll have
available to you over 20 ships including Federation, Klingon, Romulan, Gorn, and
Orion.
3: The game itself is set in the Kirk and Spock movie era, what made you
decide to stick with the The Original Series era?
Because everyone knows Kirk is the greatest Starfleet captain ever! (laughs)
Honestly it was more a matter of going back to what worked for the game and
wanting it to feel ‘right’. We wanted the era that to almost everyone equals the
pinnacle of Star Trek ship combat… Wrath of Khan, and use that as an emotional
touchstone. Also, it was seen as the logical starting point for a potential
series.
4: The big question...gameplay. The handhelds, even though they are much more
powerful than the older cousins from the late 90's are still basically handhelds
and are restricted by the physical size of the unit. How has QuickSilver managed
to keep the feel of a Star Trek game while shoehorning it in for the handhelds?
I think it helps by having a really solid design core going in, and knowing that
every choice you make has to support that basic core. This has to feel like Star
Trek from the ‘Kirk movie era’, and the ships have to move and fight like ships
fight in the world of Star Trek. No little dogfighters flitting about, no twitch
mechanics… and that there has to be a sense of that tension and drama in the
battle… both in what is built in to the scenario, and in terms of how the player
reacts and what their tactical choices are.
You have to give the player depth beyond just ‘pow pow pow’, next scenario, or
it’s not Star Trek, whether you’re speaking to something like SFB or the film
canon. ST has always mentioned things like rear shields, forward phasers, etc…
it’s always had emergency power whether it’s the SFB/SFC implementation, or
whether it’s the filmic expression of Kirk tersely telling Scotty that ‘I need
more power, NOW Mr. Scott!’ You have to have those elements in there or really,
it just isn’t a Star Trek ship combat game by anyone’s definition.
Hardware-wise, the systems have been able to handle these things without too
much strain, and really we feel like we’ve only begun to scratch the surface of
what the platforms can do. The key design challenge, to us, was making sure that
all of the commands and controls were very easily understandable and accessible
to a new player and the introduction of new capabilities and skills, etc was a
transparent learning curve, rather than a cliff that they’d smash into.
5: The gaming world has changed a lot since Quicksilver's days of working
alongside Interplay on the original Star Trek: Starfleet Command. You have a lot
of titles under your belt. Since the old days of SFC you have won the Peabody
award for "Heritage - Civilization and the Jews" and have also released the
acclaimed Full Spectrum Command in conjunction with the ICT (Institute of
Creative Technologies). Coming back into the Star Trek fan base after having
been away for the past half a decade, what does it feel like and what are the
biggest changes you have seen?
Working on a Star Trek game again definitely feels like coming home for a lot of
us here. When Bethesda first contacted us to see if we were interested in doing
a ST game, it almost felt like someone was pulling our leg a bit, because it was
one of those obvious questions “well, yeah of course, but is it going to
happen?” Because at the time, almost 2 years ago, no one had any idea what was
going to happen with the ST IP in regards to games.
We had actually made the decision as a company about 4 months prior to
Bethesda’s call that we were going to begin doing the majority of our games work
on new handheld systems, specifically in the Tactics and Strategy genres
because, unlike the GBA where there were a lot of strategy and tactics games,
there were any in development (at the time) on the DS or PSP. We had been
talking with a couple of publishers about, ironically, doing a DS game based
loosely on one of our biggest-selling classic PC strategy games, and then
Tactical Assault came along and took off like wildfire.
From a fan standpoint, we feel a huge sense of personal obligation with this
game. We are, first and foremost, Star Trek fans. These are the characters we
grew up with and the show that made many of us pursue computer sciences and
sci-fi in our professional careers. To get to work on a Star Trek game set in
the classic film era, for the 40th anniversary and having one of the Original TV
Series writers writing the script and dialogue for the game… it’s very hard
sometimes to not go into ‘fanboy’ mode.
I was talking with Robert Myer Burnett (Director of the brilliant movie Free
Enterprise which you should all see if you haven’t) about this, and saying about
how even in those moments of fandom, you are acutely aware of the fact that so
much bad Star Trek content has come out… so many bad TV episodes, so many bad
books, so many bad games. And with the 40th Anniversary, the last thing we want
is to fail to deliver a anything but a true Star Trek experience to the fans.
You can’t help but feel that pressure every day… you really put yourself in the
fan’s shoes every day with this, because, as a fan yourself, it means so much.
6: Back onto the handhelds, both the DS and the PSP are 2 very different
handhelds. Has the dev team encountered any difficulties in making Tactical
Assault the same style of game for both of the versions?
Each platform has its pros and cons. We really wanted to make sure there wasn’t
a ‘red-headed stepchild’ version of the game… the ‘oh, and we’re also on
platform X’, so that required us to make sure that a.) there was a solid core
play mechanic that worked identically on both platforms, and that b.) it still
allowed us to take advantage of the unique capabilities of each piece of
hardware and make each one equally appealing for different reasons to where,
ideally a person with both platforms would have a difficult time picking which
version to play.
With both versions, the mapping of the D-pad and shoulder button controls is
identical, so all the commands and orders you can give on one, you can give on
the other. The scenarios, the number of ships, the scripts… all of that is
identical across both platforms. So with each platform, we played to the unique
strengths they respectively had. The comparison we’ve been using is that in
presentation, the PSP is the “watching the 70mm version of Wrath of Khan”
version… very cinematic. On the DS, it’s the “You are in Chekov or Sulu’s seat
at the conn, using the actual touchscreens on the bridge of a starship. This
goes as far as having the ‘running lights’ at the bottom part of the top screen,
just like you saw on the bridge display screen in the original series.
In regards to the difficulties… there have been challenges, certainly… but in
both cases the team got a grasp on the HW fast enough that we ended up pushing
it far beyond what our original goals were, and in the PSP’s case, what Sony
tells us is beyond what most PSP developer’s do. That kind of ties into the
earlier question about development outside of games… we have a programming team
that does some pretty insane work in the non-game sector. We (as a company) are
kind of used to having to make things work within very tight tech constraints.
Frankly that’s part of the fun of it It’s really easy to just throw more and
more at something and hope eventually it’ll look ok. But when you’ve got 18 k
total? And it has to just visually sing… well, that’s the challenge of good
games!
It was very satisfying at E3 for us to have demos start out with “well, which
one would you buy?” and us telling the reviewer “I don’t honestly know, it’d be
really hard to choose one of them” and having them go from thinking you are
pulling a marketing line on them to playing the two versions themselves and then
saying ‘yeah, I see what you mean, it is kind of a hard choice, isn’t it?’
7: We have already heard that Tactical Assault wont be using downloadable
content on the PSP version. However, is there any plans for stand alone
expansions? Maybe a series of games in the Tactical Assault range?
Ultimately the choice is up to Bethesda and how ST:TA performs in the market. I
can say that the relationship with Bethesda is great. They have just been an
amazing publisher to deal with, going way above and beyond in the best interest
of the project. You can really tell that at all levels, they love ST and really
feel that if you are going to do a ST game, then it has to be done right... I
know that we don’t plan on going anywhere, and that as far as TA is concerned,
we never saw this as a one-off. It’s easy to see from the history of games that
Bethesda has published, and the fact that this is a multi-year exclusive deal,
that they don’t consider TA or Legacy to be ‘one-offs’ either. The storyline of
the game and well as how it is positioned in the timeline is very specifically
set up to easily allow for future games in the Tactical Assault series if demand
warrants it.
8: Gameplay...what will people expect when they first start playing the game.
Will it be a strict series of missions or will the game be slightly open ended
play?
In Campaign mode the player starts as a Federation commander, beginning his
career in Starfleet. You’ll have your bridge crew that will be with you as you
make this journey, through promotions and advancements. The Campaign definitely
is set up so that the scenarios play in an episodic nature… like an episode of
the original TV series. There is some branching to the story and the player can
definitely influence the path the story takes and the tone of the subsequent
chapters. Once the Player succefully completes the Fed campaign, the Klingon
campaign begins. The storylines run chronologically one after the other, the
events in the Fed, influencing the setup of the Klingon. There’s 30 scenarios in
Campaign mode.
Aside from that, there’s ‘Skirmish’ mode, which is sandbox play, where you
choose which ships you want to battle, what type of map, under what win
conditions, etc. and can just play a quick pure ship combat game. Which ships
you have access to is dependent on your campaign progress. As you make it
through the campaign, different ships get unlocked and become available in
skirmish.
The same kinds of setup conditions exist in multiplayer mode, which in this
version is two person, ad-hoc mode local (no internet) head to head for both the
PSP and the DS.
9: Has QuickSilver got any plans for future Star Trek games on the PC? Or is
that still up in the air?
Our plans for Star Trek right now are solely focused on wrapping Tactical
Assault and making sure that it is as solid and as enjoyable a game as is
humanly possible. After that, then we’ll be looking at what the next projects
are, and we’re platform agnostic, so if Bethesda wants us to work on a Wii
version of a Star Trek game, we’d love to do that. If they see a PC game as
being the next thing they want to do, then we certainly wouldn’t be adverse to
that either. We’re really enjoying working with Bethesda, and we’re really
enjoying working on Star Trek again, so whatever form it takes, we’ll be happy
to take it on. (Unless it’s something like “ST: Blueprint Designer… that
probably wouldn’t be as enjoyable…LOL)
10: Finally, as we give everyone who takes part in the HardTalk
series...here's your chance to advertise this game to the Star Trek gaming
populace who visits STG. Give us your top 5 reasons why owners of the DS and PSP
will want to queue up to buy this game when it is released this year!
Oh man, now I have to be brief and to the point… I’m doomed…
With Star Trek:Tactical Assault we’re bringing a unique tactical combat
experience to the handheld platform. It gives you the kind of depth and breadth
of play you’d normally associate with a PC game while the scenario and level
structure make it possible to play it ‘on the go’ when you only have a short
period of time available. The structure of the 30 campaign scenarios are set up
so that the player can have that kind of satisfying, experience, without
sacrificing the integration into the larger whole, or feeling like the gameplay
has been lobotomized.
The player’s sense of being in control of a Starship in the world of Star Trek
is reinforced with unique user interfaces for the Federation, Klingon and
Romulan. On the PSP that means the HUD, and on the DS, that means the touch
screen controls are all done ‘race specific’ with the design elements and button
and menu types associated with those races as seen in the movies. As a bonus, in
the Klingon UI, there’s an option for having all of the text in English or in
Klingon.
The story structure of the campaign and the scenarios are created so that the
player feels like, as they are playing a scenario, they are actually actively
participating in an episode of the original TV series. The tone and ‘voice’ of
this rings true to the original series, since the writer for the game is one of
the major writers for the original series, and even the more jaded members of
the development team have been turned to gibbering fanboys at times playing
through the scenarios and reading the dialogue. It’s been one of the true joys
of working on this game.
The hardware on the PSP and the DS side is getting pushed pretty hard in terms
of what it can do and the visual tricks we’re pulling out of it… to the point
where we had one of the Sr. Producers at Sony tell us at E3 that there is only
one other developer that is doing the kind of things we’re doing on the PSP, in
terms of things like specular mapping and bump mapping on the PSP because we’ve
gotten in there and just started hammering on the hardware and doing our own
tools rather than just using the default stuff of 3rd party stuff. It’s funny
because the screenshots that went up with the E3 articles were only 6 weeks old,
but in terms of the visual look, there had been 4 major jumps in that period of
time, so watch for new screenshots to be a pretty significantly different from
what you’ve seen.
With Over 20 player-controllable ships, in addition to Starbases, freighters, a
navigable Federation and Klingon bridge (on the PSP), a rich story-based 20
hour+ campaign mode and a quick sandbox-style skirmish mode, not to mention
multiplayer mode…. There’s a lot of Star Trek to fit in your pocket!
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