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I
recently had the opportunity to have an
interview with Mike Gummelt from Raven
Software. Mike is one of the programmers and
the writer of Star Trek Voyager: Elite
Force.
Blood: Thank
you for the opportunity to sit down and do
this interview with you. I am rather excited
to ask you some questions regarding what is
quickly becoming my favorite game, Star Trek
Voyage Elite Force.
I realize that many
people out there probably already own their
copy of Elite Force. For those who don’t
can you give us a brief overview of what the
game is about?
Mike:
Voyager is a
starship that was stranded on the other side
of the Galaxy while chasing down some
rebellious Federation members called Maquis.
The two crews joined forces and have been
trying to get back home. They're
totally cut off from Starfleet and have been
traveling through some of the most dangerous
parts of the Galaxy- including Borg space.
So they've formed a special SEAL-like
"Elite Force" of crew memebers
called the Hazard Team. You play the
second in command of the Hazard Team.
During your training, Voyager is hurled into
a kind of Sargasso Sea (but in space) where
the Hazard Team has to deal with Borg,
Klingons, Hirogen, and all sorts of other
aliens, some they've never encountered.
We've tried to create an experience that
makes the player feel like he is actually in
a Star Trek episode/movie with our plot and
characterization, but still keep the heavy
action feel of a game like Doom.
Blood: What
are the major strong points of Elite force?
Mike:
To me, the best parts are the cinematic feel
to it and the sheer beauty of the game.
I think the scripting is one of the main
things that gave it a really immersive feel,
and our artists and level designers deserve
a ton of credit for making it such a
visually attractive game. Our target
audience is the somewhat casual gamer- I
think we've delivered a game that they
will really enjoy. It's not
necessarily something hardcore gamers will
find excessively challenging, but it should
be fun for them too.
Blood:
How long was Elite Force in development?
Were there any major setbacks or milestones
while making the game?
Mike:
Well, it was in a planning stage for about 6
months in which it went through several
several changes in the basic concept... we
probably started real development in about
January '99 and really went into full gear
in about August '99. Between then
we prototyped the various ideas we had and
showed them at E3 and GenCon. In about
September or October, we presented our first
playable demo to Activision. One of
the main milestones, of course, was getting
the final Quake 3 engine codebase, which we
got in December '99. From then on,
there was really no obstacle but time.
Blood: I think
the single most impressive aspect to Elite
Force that is lacking in other first person
shooters is the storyline. Most games give
you a two paragraph story in the game manual
then dump you into the game to shoot stuff
with no visible storyline beyond the manual.
What inspired the development team to write
such a interesting story to make the game
more real?
Mike:
I guess because it was Star Trek, it was
something we thought needed a strong story.
In addition, early on in the development, we
decided we should have the player working
with a team of NPCs. This really
interested me because the potential for
character development and interaction with
that concept was pretty exciting. I
got the task of writing all the dialogue for
the game and I really relished being able to
create and develop the Hazard Team
characters. I think the credit goes to
everyone involved at Raven, Activision and
Paramount who conceived and supported the
idea of an FPS with a strong story- there
was good reason to believe that FPS fans
wouldn't go for it. Sure, Half-Life
was praised for having a "great
story", but when you think about it, it
was really just a general impression of
things going on around you- not a concrete
storyline. The Half-Life
"story" was essentially the
standard sci-fi FPS story that was first
used back in Doom- weird alien creatures
start pouring through transdimensional rifts
accidentally opened by unethical scientists.
What really made Half-Life so great was the
excellent gameplay design and scripted
events- they gave you a real feeling that
something was going on around you. You
filled in the "story" yourself
based on what happened around you.
What were were doing was really trying to go
a bit further and create a cinematic event
that you played through- and that had never
been done in an FPS before.
Blood: I
noticed on the PCShooter.com Elite Force
message board one of the
developers mentioned a scripting tool called
Icarus. I also saw that it is mentioned on
the back of the Elite Force box. What is
Icarus? Was it developed just for this game,
or will we see it in future games?
Mike:
ICARUS is the scripting "language"
developed by Josh Weier and myself early on
in Elite Force. We knew we wanted to
do extensive scripting, so we needed
something very powerful. Josh did a
great job of getting it together quickly and
efficiently (and it's portable). I
worked on the "Interface" aspect
of ICARUS- the part that links up ICARUS to
the actual game. So I would create new
commands and implement them. That took
quite a while- to prototype all the commands
we'd need and implement them and write test
scripts. It wasn't really until Fall
of '99 that we turned scripting over to the
designers, and that didn't give them much
time to learn it and use it, but they did an
excellent job. The tool for scripting
was largely made by Ste Cork off an initial
GUI design by Josh. It's called
BehavEd and was released by James last week.
It essentially makes scripting much easier
because you can point and click and drag and
drop commands, pick valid values from lists,
etc. Helps avoid typos, etc.
Even I, a hardcore handwritten scriptwriter,
ended up switching to BehavEd exclusively.
It really is a handy tool.
Blood:
What other things were done in Elite Force
to make it stand apart and be unique from
other first person shooters?
Mike:
Hmm... well, as was stated above, we had a
strong story and character development, we
had extensive scripting... we also had a
team of NPCs with you that hopefully added
to the gameplay and sense of immersion.
Some of the stuff we did with the cinematics
was pretty cool, too, like the lip-synching,
camera control and our dialogue system.
And, we have Raven's well-known attention to
detail. From the thousands of frames
of animation (made possible by our skeletal
animation and compression) to the textural
and architectural detail to the little
gameplay and plot nuances... these are the
kinds of things that, I think, make every
Raven game stand out. And, of course,
there's the license. Elite Force is
really the first FPS to really make strong
use of a Star Trek license. We
recreated the ship, the characters from the
show, worked closely with Paramount to
ensure authenticity, got all but one of the
show's actors to provide their voices and we
used as many references and content from the
Star Trek universe as we thought we could
plausibly get away with. We really
tried to make the game a "Star
Trek" experience, not just a shooter
with Star Trek sound effects and textures.
Blood: I
noticed the violence level in Elite Force
was fairly tame compared to other game
titles. Why is this?
Mike:
Because (with very minor and isolated
exceptions), Star Trek violence itself is
rather tame. You don't see people
getting gibbed on Star Trek (if you exclude
the TNG episode "Conspiracy").
This was really done to not only make the
game fit the license as faithfully as
possible, but also to appeal to a much
larger audience.
Blood: Is it
possible for your teammates to die other
than when it is scripted into the game?
Mike:
Yes, but if they are essential to the
mission, the mission fails. In some
cases, though, it is certainly possible to
lose a member of the team and continue.
Blood: I
realize it may be bit early for you to give
away any future plans but will there be a
sequel or a missions pack?
Mike:
I certainly hope so!
Blood: Thank
you very much for you time. I think it is
clear the Star Trek Voyager Elite Force is
an excellent game and a must have for any
serious gamer.
Mike: Thanks
very much, it's good to see the response
we've been getting after taking so many
chances and working so hard!
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