test content
What is the Arc Client?
Install Arc

3 Anti-Dramatic Gaming Myths and How They Apply to STO Content

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I just want to say, to start with, mission content and the game's story is where my passion is. It's something that I've been passionate about in other games, both ones I've played and run, and something that led me to study theater, film and literature for years as I'm sure that many people here have.

I think there's a lot of really amazing work in this game. But looking around at MMOs in general and STO in particular, I do want to share three myths about drama that gamers tend to spout off that STO can stand to steer clear of in new content development.

I'd welcome any feedback on this. These are the kinds of things I personally try to steer clear of if I can help it and I hope folks can at least get some good discussion out of them.

3. Voice + Camera = Cinematic.

Now... Don't get me wrong. I like subtle backing voiceovers and cinematic sequences. But the fact is, you can't just point cameras at people talking and claim that's drama. Drama means justifying everything in a production, whether theatrical or cinematic. How you point that camera, the placement of objects, mise-en-sc
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I agree, especially with #2. Frankly some of the references in the game are a bit ham-handed when they explicitly mention the original reference. The way to do it is let us discover the reference. There was one a while back where I was told to scan some asteroids for Eichner radiation, which comes from cyanoacryilates. I chuckled [and won't ruin the joke by explaining it] and didn't realize it was a reference to an episode until I saw that episode again and laughed again and thought it was perfect. They didn't say "These asteroids are emitting Eichner radiation, which figured prominently in a medical mission undertaken by Enterprise in xxxxx". I know it was a minor plot element, but constantly reminding me where I am and who is important in the past ruins things.

    I think it falls into the old writing rubric of show don't tell. SHOW me something cool and subtly suggest it's history, but don't spoon feed it to me.

    In general, I really want to feel like I am discovering something, not clicking on a flashing blob of [what-is-this-supposed-to-be-again?]. I really want to figure stuff out and have decision to make that are meaningful and affect the outcome of the mission. I want to be watching TNG an go "Holy TRIBBLE! I did a mission that was an hommage to that right there", we need more ah-ha moments and less explanation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I think the game could benefit from at least some voice acting. They don't really need to do machinima stuff with it, but it would be more immersive. One of the great things about Diablo 2 for example is that the core people all talked to you. I would consider somebody like Admiral Quinn to be your Deckard Cain since he gives you the major episode missions, so he should have a voice.

    The first time I played the game there were far bigger issues confronting me, but the voice acting thing was always something that in the back of my mind bothered me, and it only really became obvious to me after I played the 25th Anniversary game again and then went through the demo.

    Story missions should have VAs for the main story characters. Minor characters should just have the short sound effects for when they're specifically addressed. So shop owners would have a standard group of "How can I help you?"s and you'd have the docking managers with their "you are cleared for docking"s etc.

    And it would be nice if some grunts and groans and crowd noise were added for fighting and crowded rooms. It seems...off...to see people taking phaser blasts and not screaming or to see a room full of people with text bubbles indicating they're all talking and not have the ambient, unintelligible crowd noise to go with it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I agree. Defiantly with number 1.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I agree. While I understand linking the game with the ST universe, don't go overboard. Also, I would love to see some "successful failure" missions. For a quick example: You end the mission by being surrounded by Dominion ships of every type. You have two options: fight and try to do the final task, or try to stay alive long enough to escape.

    Have missions where the player picks the course of action and have consequences. Let's say failure to pick the correct response will still allow you to finish the mission but will not unlock a future mission. You were supposed to rescue Captain X, but you cut tail and run. You still get the skill points and other goodies, but you cannot open any more missions that would have involved Captain X...cause she dead.

    In other words, create a mission tree. Where each mission spawns two different outcomes. You could do that maybe four or five levels deep. That way you would genuinely get a different experience every time you play.

    Especially if you make some missions dependent on non-playable factors
    For example:
    "Use your Klingon BOff to convince the BoP to back down "
    "Ooops, you don't have a Klingon BOff, prepare to fight"
    Talking them off creates an ally for a future mission or unlocks a mission that would involve that character.
    Killing them, well, kills them and removes all potential missions.

    One mission can begat four different conclusions two missions later:
    A..--..B..--..C
    ..\.......\
    ...B......C
    .../..\
    ..C...C
Sign In or Register to comment.