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Star Trek RPG


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Report this Feb. 27 2012, 5:33 pm

I was wondering why they have never (to my knowledge) made a more RPG-based video game for Star Trek. the majority I have seen seem to be real-time strategy or first-person shooters, and if anything Star Trek originally wasn't purely based on these things - so an RPG based game would suit it much more. Imagine a game consisting of a whole ship? With lots of characters you could talk to and choose responses/dialogue with and a game where your character was forced to make decisions? This, of course, would not have to mean that there can’t be a share of battles/fights. I just need to find a way to make this game a reality now…  


GROUP: Members


Report this Feb. 28 2012, 3:39 pm

I agree with you on this one there are alot of violent games for Star Trek. for a franchise that is a halmark for a nonviolant federation, it sure seems like the federation is portraied with a shoot to kill polocy. 

If they were to create sucha game that was of an RPG nature, I should very much like to discuss on what such a game mite be like. ive posted on other forums to this affect as well.

What I really want to see, is an R.P.G that puts you in the role of a (random Joe Blow not a known character in the franchise.) starship captain, but starts you out as a mere officer in training. As you work your way through your career, you will get further options to develop according you your individual tastes.

This premise will allow a team of developers flexibility to adjust the game to fit the individual players tastes. It will also allow you to get freedom for "Modders" to adjust it further, by offering other types of changes to suit individual tastes.

but the whole of what I'm looking for is something that plays like Skyrim on the ground, but then plays like Star Trek Online (if you havent played this yet, I highly recomend it.)  in space. basically I want a first person heavy game play on the ground, but as soon as you pilot your starship out of space dock, it becomes a flight simulator. that in itself is no small feat for a development team, it means a lot of work. but, if its pulled off well, you can get a game that really makes you feel like your actually in the Intellectual Property, that is STAR TREK.

With all of that in consideration, all other factors of the project can be variably changed to make the one game that does everything other games can in one package. with creativity you would be able to create your own individual STAR TREK saga with you as the star of it. You could play any time period desired, but at the same time, you can then add onto the game with a full suite of “Modders tool set” which would be a must to develop alongside the game. Basically one game that lets you live in STAR TREK.


I think I'm not the only one that would feel like that would be the perfect STAR TREK game. But if you think about it, that can apply to just about any game in the franchise, if you can pull off the illusion that your in the STAR TREK universe, its really is the perfect STAR TREK game.


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POSTS: 191

Report this Feb. 28 2012, 7:59 pm



Also think it should be like Final Fantasy: Crisis Core or Persona based. Even Yakuza.



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POSTS: 1652

Report this Feb. 29 2012, 11:33 am

The Fallen was a solid 3rd-person exploration/action game. And while you didn't level up or anything, you did speak with a variety of characters in between missions to get more of the story. You were also expected to regularly check your logs and tricorder readings.

Plus, there were sections of the game that focused more on rescue (placing transporter pattern enhancers on wounded individuals, locating active communicator beacons), exploration (searching through the remains of a crashed Miranda-class starship, investigating an unearthed Bajoran ruin), engineering (maneuvering through Jefferies tubes, fixing warp drives, repairing computer cores), sabotage (infiltrating enemy fortifications), and escape (getting the heck out of enemy fortifications) than outright combat.

But hey, the combat was awesome! And being assaulted by enemies that sometimes required you to continually cycle through phaser modulatons? Yeah, that kept you on your toes!

Plus, your tricorder's used throughout.

For my money, The Fallen is the closest you'll get to feeling like a true Starfleet officer. As you've already stated, most other Trek video games simply concentrate on blasting everything in sight.

"Smoke me a kipper. I'll be back for breakfast."


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POSTS: 1652

Report this Feb. 29 2012, 11:47 am

Oh, and I forgot to mention the story is told from three different perspectives...

You play through the game as Sisko, Worf, or Kira. And each character's experiences are unique, but tied into one overall story.

For instance, if you play as Worf, you'll start off in comand of the Defiant while Sisko has beamed over to a malfunctioning cargo vessel. But if you're playing as Sisko? Well, your mission will be to rescue any survivors in the cargo vessel. Kira, meanwhile, starts the game on Bajor.

Eventually, all three characters are captured by Jem'Hadar and placed in separate locations within an asteroid prison. In order to escape, each character has to take care of a specific objective (e.g., shutting down the force field, freeing the Defiant, disabling communications, etc.).

Anyway, it's really rewarding to play through the game as each character, as the overall story comes together quite well.

Great game!

"Smoke me a kipper. I'll be back for breakfast."


GROUP: Members


Report this Apr. 03 2012, 10:03 pm

There have been some really cool Star Trek computer games over the years, yet I agree that no one game has yet managed to fully capture the whole essence of Star Trek.

So what would be my idea of the perfect Star Trek game? Well let me start by saying that I will be the first to admit that I am not, by any stretch of the imagination, a hard-core gamer; therefore, what I am looking for in a game might be a lot different from what a more experienced gamer would want. What I am looking for is a fun, fast paced, action-adventure game that plays like a series of interactive Star Trek TV episodes.

I like the idea of a game that is made up of number of distinct, self-contained “episodes” like a TV series, instead of just one long, endless storyline that you have to follow though the whole game. This would not only make the game far more diversified in terms of the stories and environments that could be explored, but it would also make the game more accessible to the casual gamer who just wants to be able to sit down and in the span of a couple hours or so play though a single episode start to finish.

I also think this game should be a full-blown, all-out Star Trek game, not just a single franchise (i.e. TNG, DS9, Voyager, etc.) game. In other words, it should encompass all of the Star Trek series and movies rather then being limited to just one show or one time period. My thought is that you could start with the basic core game, but you would then add expansion packs as you went along. There would be a major expansion pack for each of the Star Trek series and smaller ones for each of the movies. Each major expansion pack would include X number of episodes, each containing adventures specifically tailored to that series. It would also contain all the characters, ships, aliens, locations, etc. related to that series. This way the game is very modular, and you only have to add the expansion packs you want, when you want. There could also be supplemental expansion packs for each of the series as well, that would add even more episodes and other bonus features.

Unlike LoneWolfKeny, I think the game should focus on the actual characters from each of the respective series or movies, with each of those characters being playable characters at different points throughout the game. To me the whole point of playing a Star Trek game, and what makes it really fun, is getting to play as (and to interact with) all the characters from the shows that I know and love, not some made up character on some made up ship created exclusively for the game, as is the case in a lot of the games out there.

So what kind of game am I talking about here? How should this game be structured and what format should it use? Most Star Trek games I have seen fall into one of 3 categories: real-time strategy games (Armada), starship tactical combat simulators (Bridge Commander) or 1st / 3rd person shooter games (Elite Force / DS9:The Fallen). There is nothing wrong with any of these kinds of games, per say; and yet, each on its own, is very limited. But the kind of game I have in mind would have to incorporate a wide variety of gameplay formats, taking the best parts of all three of these afore mentioned gameplay styles. Yet even then, it's still missing a final element. Combat of all kinds (from ship battles to fist fights) have been a part of Star Trek from the very beginning and therefore must be included in any good Star Trek game; but (as others have already mentioned) Star Trek has always been about so much more then just ship battles or people running around with phasers shooting aliens. Star Trek is first and foremost about exploration and adventure. So it’s only fitting that the game would reflect that, by including a strong action-adventure (or RPG-esque) element to game—incorporating lots of story and non-violent action elements to allow the characters to not just fight, but also to explore, to solve mysteries and lots of other things you just can’t do in a typical “shooter” game.

The gameplay should be robust and diverse enough to reenact almost any scene from any of Star Trek’s series’ episodes or movies – everything from a huge DS9-style fleet battle, to a good old-fashion Kirk-style fistfight. Some missions might take place entirely on the surface of a planet (such as conducting a planetary survey mission where you're just walking around collecting data while hiding from the natives), while other missions might take place entirely onboard ship. You could explore some weird spatial anomaly, travel back in time, transport diplomats to a conference or try to stop a contagion that is threatening the entire crew. You might explore an alien ship or have to repel a hostile boarding party right in the middle of a desperate ship battle. In other words, you should be able to play almost any scenario that you can conceive of.

As I said earlier, what I would like to see is a game that takes some of the best elements of past games and then combines them into one big, seamless gaming platform. For instance, I would love to see it incorporate the brilliant starship combat simulation format used in Star Trek: Bridge Commander. This format is perfect for most ship-based scenarios involving combat, navigation or exploration, and can support almost any kind of spacecraft—from a shuttlecraft to V’ger to everything in between.  Its only real weakness is that it can really bog down your system if you try to have too many ships in play all at once. This is where the real-time strategy game format, like what was used in Star Trek: Armada, would come in very handy. It could be easily modified to be used for things like coordinating whole fleets of ships, to reenact huge space battles such as those seen on ST-DS9. A similar approach could also be used for moving large groups of people or equipment on a planet’s surface as well. I see this format being an alternate view option that would become available when the situation required it. It could even be turned into an in-universe tactical display maybe on a bridge’s main view screen or in Astrometrics like on Voyager.

As for the character side of things, there are several games out there that contain elements that I really like. DS9:The Fallen, though I have never personally played it myself, sounds like it was a pretty cool game and was more then just a shooter game, incorporating many adventure and exploration elements in addition to combat. But if I had one complaint about The Fallen, at least based on screen shots that I have seen, is that the graphics (while good for their day) look very primitive and outdated by today’s standards. Another game (albeit a non-Star Trek game) that I’ve played fairly recently and really liked was the Doctor Who: The Adventure Games. These games, while perhaps a little too simplistic for some people’s taste, did managed to brilliantly capture the essence of the Doctor Who series, and were visually spectacular. Each of the four games was its own distinct episode, and played out exactly like a typical DW television episode, complete with credits and everything. Each episode had a strong storyline that lead you step by step though the adventure, which kept the game moving and interesting. The games didn’t involve combat at all, per say, but instead had The Doctor and his companion(s) sneaking around avoiding various adversaries, searching for needed items, and solving puzzles. What these games lacked in complexity and difficulty, they more then made up for in pure coolness. Honestly though, these games were intentionally targeted more at fans of the TV show then they were at hard-core gamers, and as a result were deliberately kept relatively simple and easy to play. And personally (again not being a hard-core gamer myself) I am perfectly ok with that. I liked the fact that the games were easy to play and felt more like interactive episodes then they did video games.

So I guess the question then becomes, how do you win over the hard-core gamers with a game that is designed to be relatively simple to understand and easy to play even for the most casual gamer? Well, you do that by keeping it fresh and interesting though expandability and moddability. As I said before, by making the game modular, with lots of optional expansion packs, it gives the gamer the freedom to mix and match and customize. And with an ever-expanding archive of episodes, each with its own compelling story and its own set of unique environments and scenarios, the player is constantly presented with new and interesting challenges. Furthermore, you deliberately create a game that makes it easy for fans to create their own mods, ships, characters, plug-ins, episodes or even whole expansion packs. One of the thing about Bridge Commander that I really liked and which ultimately made it so successful (if somewhat by accident), was its high degree of moddablity. Thanks to fan submissions at sights like it’s now possible to add hundreds of ships and lots of features that simply weren’t included in the original game. And we are not just talking about Star Trek ships here (though there are lots of really cool ones available), but also whole ships packs for other sci-fi series such Star Wars, Babylon 5, Battlestar Galactica and Stargate, just to name a few. It’s all of these fan-made mods and meshes that keep the game interesting even now ten years after its release. Now I know that moddablity isn’t exactly something that most game designers would intentionally build into their games for a lot of obvious reasons; and yet I love the idea of a game being deliberately designed in such a way to make it fairly easily for fans to design their own adventures or to add their own ships, aliens, environments, or whatever. The company could even actively take advantage of this. They could sell an optional “developer’s pack” that would contain application tools to aid modders in creating everything from simple mods to whole expansion packs. Furthermore they could then create an official website, where among other things people could share and discuss their latest mod or mesh. I see it as a win-win situation.

Ok, I’ve babbled on for long enough. Now I want to know what you guys think. Would such a game even be feasible, and if so would it be the kind of game you would enjoy playing?

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