Star Trek: Infinite Space Q&A With Mike & Denise Okuda April 12, 2011by Anthony Pascale , Filed under: Celebrity,Games,Interview , trackback
This summer Gameforge releases their browser game Star Trek: Infinite Space. Today the game publisher provided us with a new Q&A with Star Trek consultants Mike & Denise Okuda, along with some screenshots of the free to play role playing game.
Infinite Space Okudas Q&A + new screenshots
Star Trek: Infinite Space, the free-to-play browser game from Gameforge comes out this summer. In order to make sure the game set during Star Trek: Deep Space Nine’s Dominion War fits in with the look and history of Star Trek, Gameforge brought in Star Trek design veterans (and Trek lore experts) Mike and Denise Okuda.
In the following Q&A (provided by Gameforge), the Okudas talk about their involvement in the game and preview what we can expect for Infinite Space.
Q: How did you get involved with the Star Trek Game?
A: We were lucky enough to be approached by CBS and Gameforge. Our first meeting with the Gameforge team was when they came to Los Angeles about a year ago . Frankly, we just wanted to hear about their game concept because it sounded cool . Imagine our surprise when Michael Hengst, the producer, turned to us and asked if we could fly to Germany in a couple of weeks to meet with his team!
Q: What is your role during the development of the game?
A: We are consultants to Gameforge and Keen Games on Star Trek content. That means that we review designs and story elements to help them stay consistent with the world of Star Trek . For things that have been established in episodes and movies , we try to help them make it match what you’ve already seen. But, of course, part of the fun of this game is to dig a little deeper and reach a little further than we did in the actual episodes. Where new material – like new ships – is being created, we try to help them make it both fresh and familiar.
Q: You have been to Europe last year, to see the developer of browser game and to work on the preliminary design. What was your impression of Keen and what did you like about Europe?
A: We had a great time in Europe! Sarah Steffen and her colleagues at Keen really impressed us with their attention to detail, and their concern for authenticity. Also, they have some very, very fine designers. They were trying to get the nuances right, and they bombarded us with questions like, “would a Klingon do this?” or “could you upgrade a Defiant-class ship to do that?” or even “does this feel like Star Trek ?” It was a whirlwind visit, but it was good to meet the team face to- face. We continue to collaborate with them over the Internet.
Q: Transferring a vastly complex universe like Star Trek to a game is a challenge by its own.
A: What would be the most important thing to keep the feeling“ of Star Trek? That’s a tough question. Star Trek is the sum of many, many elements , from story and character, to the thrill of discovery , to the power of science and technology to improve our lives. To us, the visuals of the ship and character designs are very important. But even more important are the core values of Star Trek : The adventure o f exploration, delight in the diversity of life-forms in the galaxy, and the ethical strength of the characters who are always willing and able to defend themselves very effectively, even though they never go out looking for a fight.
Q: Working on a game is somewhat different, than working on a TV show. What was for you the main difference?
A: Each version of Star Trek is a little different from what came before , and movies are quite a bit different from television . So the jump to interactive gaming was, in one sense, just another version of Gene Roddenberry’s universe. It’s fun for us because is a very different medium, so we’re learning a whole new set of rules for storytelling and production. Fortunately, our friends at Gameforge and Keen have been holding our hands in that regard , and we’ve been learning a lot. For us, one of the interesting differences is that in television, there are a lot of things that are seen only in the background, so you don’t put a lot of time or effort into them. For example, in a big battle scene, a lot of the background ships might be very crude models. But in an interactive game, you often can’t control what things are seen closely, so the Keen design team sometimes has to put in a lot of extra work on things that we might ignore in television. Gameforge has sent us some new screenshots for their upcoming free-to-play browser game Star Trek: Infinite Space, set during Star Trek: Deep Space Nine’s Dominion War.
And here are a couple of more screenshots from ST: Infinite Space at IGN
Infinite Space at FedCon
The Gameforge Infinite Space Team is headed to FedCon, Europe’s biggest Star Trek and sci-fi convention, held April 28th to May 1st at the Maritim Hotel in Düsseldorf, Germany. Visit the Gameforge booth to meet the Infinite Space team and get a chance to play the latest development version of Star Trek: Infinite Space.