![]() ![]() In the context of game design, though, you get to make up those rules, and refine them through exhaustive play testing. Some of us never actually get even that far. In the real world, that usually means asking someone you think might have the answers, and spending a lot of time trying things out by yourself. To get to this point, you need tremendous insight into the nature of the problem. That’s built-in peer support, using a common vocabulary supported by a polished set of tools. While you’re in-game, the things you do and discuss together are generally about achieving things in that context. Those other people provide both a barometer for your own rate of achievement, and as you get to know a few of the players they serve as a built-in “success team”. Plus, since it is an MMO, there are thousands of other real players who are doing the same thing you are, albeit using different strategies and toolsets. In the context of my terminology, the game itself provides the “build mode tools”, which unlocks the ability to search. There is always something new to look forward to, up to the point where the game developers have created content. Every action you do in the game has a measurable reward, and you can see the rewards stack toward the next level of achievement, which automatically unlocks greater capabilities and opportunities. Therefore, I find the building work to be less than satisfying in itself.īy comparison, in a game like STO or WOW is like having your future clearly laid before you. I identified this once as the difference between search and build, and as much as I’d like to stay focused on building, my mind is wired to be in search mode. It’s very slow work punctuated with occasional moments of satisfaction, and no clear timeframe because I am engaged simultaneously in search as I am executing my plans. In my “real” work, I’ve been trying to concentrate my blogging, personal relationships, existing services, and future products into the semblance of a self-sustaining community of peers. I’ve happened to learn quite a bit about myself in the process. I’ve been playing quite a lot of STO, but I’ve also been taking note of why I’ve been playing it. I didn’t expect to be sucked in by the powers of my own imagination. Knowing how easily bored I become with games, I figured I would quickly become bored of the play mechanics and move on. I watched Jane McGonigal give a spirited presentation on the possibilities that the application of game design techniques to world problems. ![]() MMOs are on everyone’s mind, and there has even been serious attention paid to it at the prestigious TED conference. Technically, I rationalized, the purchase of this game was a deductible business expense, because I make a living doing interactive design and development. I downloaded and tried it out, and after completing the first episode was curious enough to buy a license. Then about a month ago, a free playable demo was made available, which gave me a taste of the game. It didn’t hurt that the game was getting average reviews everywhere, so I kept away. This game has been on my radar for a while, but since it is a MMORPG like World of Warcraft (WOW) I didn’t pick it up because they are huge time sucks. :Įarlier this spring the price of (STO) had dropped to $29.99. ![]() And yes, I did actually gain some useful insights from it. However, it's hard to see how even a server full of passionate Trekkers will compensate for the linear missions and the fact that, impressive though the space battles are, there's precious little to do other than fight.This is NOT a review, but it IS a very long unabashed rundown of my two-week experience playing Star Trek Online, a massively-multiplayer online role-playing game from Cryptic Entertainment. In fairness, as this review was based on the beta test, we're missing the human factor which can make all the difference between a good and a doomed MMO. Where is the exploration, the moral dilemmas, the sense of the unexpected? Perhaps hiding in some later mission but certainly not adequately displayed in the bulk of the game. Ultimately, STO's concentration on combat seems to overlook half the appeal of Star Trek. As for interaction, hitting the F key takes care of almost every object and although there are plenty of NPCs hanging around, disappointingly few of them could be communicated with. On land, this involves stabbing the number keys or left mouse button, whereas from the Bridge the Spacebar fires phasers and CTRL launches torpedoes. The trouble is, whether you choose space or planetary missions, combat lies at the heart of them all. ![]()
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