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SSR Interviews Goatshark

pwebranflakespwebranflakes Member Posts: 7,741
In a recent interview, Subspace Radio sat down to talk with Lead Content Designer Scott "Goatshark" Shicoff. Listen to the recording, and read the transcript, here.


Link to the interview.
Post edited by pwebranflakes on

Comments

  • nyniknynik Member Posts: 1,628 Arc User
    edited February 2013
    Wait tiger sharks don't hunt tigers... :rolleyes:
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2013
    finally got a chance to listen, cool insight into things for sure
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    Nifty info and thanks for a transcript.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited February 2013
    One thing I'd really like to see with game content design is getting away from the hit F key and kil ## of ## npcs. It was kind of a good start with the dps racing but then that put 2/3 of the fed ships and a smaller fraction of the KDF on the you never seen in combat unless its some new player who is just trying to play the kind of ship they love the most.

    Just my opinion but the mini game angle to me would be the best angle and even non combat kits to do stuff. If you are an engineer and the warp core is about to breech (if there is a possibility its not going to go critical just yet) and you got the tools in your kit to fix it yeah that would be something I would think. To me the best angle for my view after reading this which didn't tell me much about content design in the game other than what I already have learned beforehand. Biggest area I think is Bridges, Mini Games, non combat kits because its not in every Star Trek moment where you gotta kill someone or something to get the job done :) and it beats hitting the F key over and over and over... and over and say thats just phases :(
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited February 2013
    Anyone else notice the aquarium music in the background?
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  • idronaidrona Member Posts: 0 Arc User
    edited February 2013
    Good interview, and mr. Goatshark probably helped it by being so relaxed. :)
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  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited February 2013
    One thing I'd really like to see with game content design is getting away from the hit F key and kil ## of ## npcs. It was kind of a good start with the dps racing but then that put 2/3 of the fed ships and a smaller fraction of the KDF on the you never seen in combat unless its some new player who is just trying to play the kind of ship they love the most.

    Just my opinion but the mini game angle to me would be the best angle and even non combat kits to do stuff. If you are an engineer and the warp core is about to breech (if there is a possibility its not going to go critical just yet) and you got the tools in your kit to fix it yeah that would be something I would think. To me the best angle for my view after reading this which didn't tell me much about content design in the game other than what I already have learned beforehand. Biggest area I think is Bridges, Mini Games, non combat kits because its not in every Star Trek moment where you gotta kill someone or something to get the job done :) and it beats hitting the F key over and over and over... and over and say thats just phases :(

    Couldn't agree more. Filling up space with dialogue that isn't even a real game mechanic is not content.


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  • edited February 2013
    This content has been removed.
  • starfish1701starfish1701 Member Posts: 782 Arc User
    edited February 2013
    Nice, relaxed interview. Really enjoyed listening to it.

    Thanks :)
  • syberghostsyberghost Member Posts: 1,712 Arc User
    edited February 2013
    sophlogimo wrote: »
    So, the whole content design team needs about 1 month to build a mission? That sounds highly inefficient...

    Didn't surprise me in the least. I'd have predicted five weeks for one with voiceovers; but they've been doing this a while so they're faster.
    Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2013
    It varies a lot depending on the length/complexity of the mission. But yes, a month is a fair average.
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  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited March 2013
    tacofangs wrote: »
    It varies a lot depending on the length/complexity of the mission. But yes, a month is a fair average.

    I wish you guys did weekend speed Foundry challenges. :-)

    Most of mine were done primarily over a single weekend. I know some folks take pride on spending months but when I read Goatshark's bit about how Foundry authors get unlimited time, all I could think was, "I like working with artificial time limits."

    Last I checked, all were over 4 stars.

    Granted, there aren't many weekends I both have free and feel like doing it but I do get a few thousand dilithium a week in tips in a busy week, which ain't bad off 4 missions.

    And I had something mechanically novel (at the time) in each one.

    My next gimmick I want to play with is using NPC pathing for theatrical staging.

    Big thing is I want to try my hand at more solid action missions and fewer novels.

    My mission with the retired Vulcan ambassador tried to up the ante on that and mostly succeeded but I need to gut a reading section that drags it down.

    I like to think the hard part I've gotten good at is managing to write scripts that reference 15+ episodes subtly and create a mission over a weekend.

    And, yes, I know the Foundry tools are not the same as internal tools but I am seriously hungry to get access to things like your internal costume editor. Give me ten minutes and I'd have the start of a Godzilla mission. (It's sad when I have a checklist of things I'd do with your internal tools. Why do I torture myself with this stuff? Why, Taco, why?)
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