groovyla.blogg.se

Star trek orion pirates prestige
Star trek orion pirates prestige








star trek orion pirates prestige

If Perpetual simply clones the the SFC gameplay and pulled a Blizzard on it and made it as cool as possible I am confident that they would have only spent $5m to $10m (although they were based in SF with all of the associated crazy expenses). First of all you have the Starfleet Command series right there. The space-based naval combat was by far the simpler of the two experiences to deliver on. When you think of Star Trek there are really TWO core experiences: naval battles in space, and squad-based combat and exploration on planetary surfaces and interior sets. My understanding of what happened at Perpetual, is that they really took on way too much. I do not know of any other team that was able to create something similar for that time or cash. In the end we had a great fan base that was able to serve their own SFC worlds off of simple machines and a cable modem. I am actually very proud of the team and that product. It was incredibly difficult to create BOTH P2P and C/S in the same product, and we did it for $1.4 million dollars in 1 year. In Starfleet Command II, we created the online dynaverse system where we did all of the combat in a peer to peer fashion, AND at the same time we did a persistent client-server world map for conquering territory and purchasing ships and parts. I have actually given this a lot of thought. (I, II, II, Orion Pirates and the Neutral Zone).

star trek orion pirates prestige

ErikbethkeI had a question on what it would take to make a Star Trek MMO given the latest events in the industry.Įarlier in my career I was the lead designer and producer on the Starfleet Command series of games.










Star trek orion pirates prestige