

Star Trek Legacy's Plot Left Behind on Away Mission 79
Much like the deleted content from KOTOR 2, Xbox 360 fanboy has word that Star Trek: Legacy's storyline has been cut as well. Derek Chester, a writer for the game, spoke up on the official boards for the game: "[Forum poster] Star Dagger is correct, a lot of what was intended was cut. From rendered cinematics and interstitial cutscenes to a great deal of backstory and events that took place between the eras to tie them together. The total portrayal of the intended story was incomplete. Dorothy and I wrote a lot for this game...but not everything made it in. As a result there may be some difficulty in following the motivations for characters or the reasons for crucial events. The story as was written, tied together a great deal of Trek history and events to make it seem more substantial than it came across in the final game."
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I don't need photo realistic c's i want a damn story - if you can give both i will take them but if you don't have a story and lots of game play then i woln't bother
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The sad thing is that I consider Fallout 2 to be better than most games today even with its dated game engine.
The story was that good.
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Actually, Fallout 2 was better about this. In the original, sure, never ever give an NPC an automatic weapon. But in Fallout 2 you can give them an automatic and then order them to only use burst mode when they're certain they won't hit you. There was a quite sophisticated menu for tweaking their AI scripts.
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Oh yes... I almost forgot about that gem. I used to just waste time with that futzing around hours on end with spell combinations and creations and exploring. I never did really figure out the main quest or get to the ending...
I really want to play Oblivion 2, but my poor computer would never be able to run it properly.
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The most haunting one was the Fighter's guild storyline regarding the Blackwood Guard. Yikes.
I think you might be more satisfied with Massive Effect. Check it out.
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Eh? Please tell me that's sarcasm. The plot for the original Unreal was:
1) You're a prisoner being transferred to a prison planet. Your guilt is not necessarily proven, but you're screwed nonetheless. (This part is in the manual.)
2) The transfer ship has crashed. Everyone from the ship is dead. (This is where you begin the game.)
3) There are bad aliens nearby. (Level 1, ISV Vortex Rikers)
4) There are
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I'm just over 22 hours into Twilight Princess, and I just got me the Master Sword. I have eight hearts, from a starting three, out of a total which is presumably 20.
I'd like to chime in about how appallingly short and lacking in storyline modern games are, but I'm busy right now. I'll get back to you in about a month, OK?
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Infocom is your source for long lasting flavor (Score:2)
http://underworld.fortunecity.com/track/946/ [fortunecity.com]
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Most action games are around the 10 to 15 hours mark. (Unreal, while it was indeed quite long for an FPS at the time, didn't require more than 10 hours to go through.)
RPG were always longer at around 30 hours (they still are). Adventure games are around 5 or 6 hours (but since the nature of those games is "puzzle solving" it can take dozens of hours to get through it with no help).
RTS games are usually always longer than action games.
If you go back to older games,
Re:well (Score:5, Insightful)
"The needs of the shareholders outweigh the nerds with a clue, or the fun."
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Now that being said, I think it doesn't quite compute. So a lot of stuff that was produced (ie, cost money to make) was cut out of the game. In that way, aren't you actually hurting the bottom line?
Though, I do get the major arguement that you have to balance everything out (especially game length). Of course, why not just give users the option - regular game or UBER long game. Let them choose (granted that all teh content is there and in playable form).
RonB
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Giving the choice to the player would nessesitat that you put all the spit and polish of a final product on all the uber long content, not just the regular stuff. So, though I would dearly love such an option, I don't really see lots of publishers deciding it's a good idea.
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If you can enjoy a game for a month, it takes a month before you'll start looking for a new one. If the game only lasts 8 hours, you'll start looking for a new game the next day.
Planned obsolescence - it's the sign of a mature industry.
And of course it also doesn't help that every game has to be 3D nowada
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Good point. There are too many games that ignore gameplay altogether. Beautiful graphics and intruiging storylines are great, but awkward control schemes and pathetic camera angles can kill. However, many wonderfully designed RPGs have little to no plot.
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For example, I really enjoyed the gameplay of the first MGS. It was fantastic. But, without the story - silly as it was - the game wouldn't have been as good. It certainly wouldn't have been as beloved, nor would it have spawned the franchise which is now considere
A Coward's Note About the Length... (Score:5, Informative)
The major hook for STL with Trekkies and sci-fi gamer officionados is that it was sold by the PR machine to be an ambitious novel-rivaling epic; An era-spanning game that charts the progress of a story from the very beginnings of Trek's Federation to the 'modern day' post-Nemesis. It featured the voice-acting talent of the five most notable captains of those eras, centered around Trek's various television shows. Yet because of time constraints (I have no proof of which, but this game WAS promised to be delivered for Trek's 40th Anniversary), It was distilled to a few evenings total gameplay. If anyone has played Star Trek: Bridge Commander, a game with not so all-encompasing a grasp as Legacy was marketed to be, I would estimate that Legacy's single-player campaign equates to roughly half of Bridge Commander's, and due to other gameplay issues which I will not go into, was half-again as immersive. Certain eras spend one mission in existence before leaping ahead with no explanation on why it was needed in the first place. And when the 'Ohhh, I get it!' moment kicks in, it's much less of a revelation and more of a sense of finally understanding a somewhat overused plot device.
The story was not the only thing cut from the game, but for some of us it's the most missed. Like the aforementioned Knights of the Old Republic 2, the clips in Legacy's in-game story leave the story feeling disjointed and incomplete. It is transparent. It is predictable, distilled to a measure to justify the next interstellar dogfight. There is no intrigue, no suspense, and honestly little replay value in going back to it as it is now. I'm speaking as an owner of the PC version, but if I were an XBox360 owner with that copy of the game I would feel even more cheated, considering..you know...the whole OMG Next-Generation Gaming thing. Legacy's reach is evocative of the Starfleet Armada era of games, not 2006's best efforts.
It was not an issue of trying to keep the game from 'being too long'. You can finish it in a day if you so wish (and yes, I understand that jives well with some of you, but in my opinion I prefer to long savor a game I've waited a year or so for, and three passive evenings just doesn't cut it). But all markers point to this project being rushed to coincide with the same year as Trek's 40th Anniversary (which they missed the original launch day for). Cuts were made to likely streamline the development cycle. Alas, you end up with watered-down Kool-Aid with a price tag of $59.99.
Cheers,
A. Coward
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Director's Cut needed (Score:2, Funny)
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Sadly, this only shows... (Score:3, Insightful)
Fix: Uninstall Legacy, install Bridge Commander (Score:5, Interesting)
It may not have the All-Star voice acting, but it is fun, and significantly more realized as a game than Star Trek: Legacy.
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Re:Fix: Uninstall Legacy, install Bridge Commander (Score:4, Interesting)
For the true classic, you have to go back farther than that:
Super Star Trek [wikipedia.org].
Although it was reportedly inspired by an earlier version, it will always be the "classic version" for me, as it's one of the first computer games I ever played (the other was Colossal Cave Adventure [wikipedia.org]).
Download and compile it [almy.us], and experience the awe-inspiring sight of motion rendered on an 80x25 green-screen CRT!
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It was the first graphical real-time multiuser game I played, we used to hog the few NeXT stations on campus (there were only 6, and they were the only color terminals we had outside of the craptacular Windows labs) playing that game.
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Re: *TREK (Score:2)
I spent more time playing it than all other Star Trek games combined.
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Bridge Commander bad, Klingon Academy good.
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Good luck finding a copy of the game. It's slightly rare, and is going for up to $70 on ebay. People are listing it on Amazon for up to $90 "Like New." There's also some kind of "Extreme 3D" version of the game, but people seem slightly reluctant to bid on it--I don't know why, but it may not use the same patches as the original or something like that.
(Although I'd like to play the game, it's not worth $70-90 to me--especially considering that
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However, if it's some special or crippled edition of the game that won't run with BC mods (which are what really make the game, from what I've heard) or BC patches, then I wouldn't touch it.
I really don't feel like paying $50 only to find out that I've got some hamstrung copy of the game and have to pay $70 to get a real copy--and
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Oh wait...
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O
But... (Score:3, Interesting)
I'm still waiting for Secret of Vulcan's Fury, damnit.
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I'm still waiting for Secret of Vulcan's Fury, damnit.
Damn, why did you have to bring that up? I pre-ordered that game. I thought it was going to be a return to great games like Star Trek: 25th Anniversary [adventurec...gaming.com] and the even better Star Trek: Judgment Rites [adventurec...gaming.com]. Perhaps even as good as A Final Unity [adventurec...gaming.com].
And then Interplay cancelled the game and my pre-order.
As long as they release the full story line... (Score:5, Insightful)
Maybe like KotoR2 (Score:3, Interesting)
ESRB: Keeping your coffee cool (Score:2)
Or maybe we won't, given ESRB's policy as clarified.
Hard to Find (Score:3, Interesting)
Too bad about the cut story line, I like it when it seems like a movie sometimes. (Anyone remember Traffic Department 2192?)
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Beyond the lack of a cohesive story and busted control schema, the AI of your fleet companions, the manual and the tutorial are all so incredibly bad that I uninstalled the game after about an hour.
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Low quality accepted as Par (Score:3, Insightful)
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So don't buy shit - it's the only way things improve - unfortunately - we live in the age of the Lowest Common Denominator - and I don't see it changing that quickly...
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Game developers always want to make the best and most complete game to their abilities, naturally because they love games too and it's generally their reputation on
Ensign, go look behind that rock (Score:1, Redundant)
I've always wondered why those red shirts kept going on away missions voluntarily. I guess now we'll never know.
Ye GODS! A story that got cut during development? (Score:5, Informative)
Having worked on a truckload of movie- and story-based video games, I'm just aghast that this happened.
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Actually, no I'm not. I've never seen a game story written during development that wasn't cut by at least 50% or more.
Part of the difficulty stems, I believe, from there being no set limit to the amount of story that a game designer / writer can script in to a game. When you are writing a movie script, you know for a fact that you have 90-120 minutes with which to tell your story, and that each page of script is approximately 1 minute of screen time. This gives you a nice natural boundary to work with.
Game scripts? Not so much. You know that the game needs to be between 10 and 40 hours long... and that most of that time will be taken up by gameplay... but there is a huge difference between a game that has 1 hour of story in it and a game that has 3 hours of story... even though the % of overall time taken up by that story is not dramatically different. So... when do you stop writing? What does a game writer limit himself to? Often, the answer is "way more than the developers can make".
Also, game story sequences are remarkably difficult to actually construct and build in realtime 3D. Constructing in-game cinematics is hard work, there's no getting around it. This problem is only exacerbated on a movie/TV title: the audience has the quality of the show or movie to compare your in-game cinematics to, and thus the production requirements go up and up. This inevitably leads to someone (usually a producer) having to make a call (or, lots and lots of calls) between cinematic quality and story length... with predictable results.
You put all this together, and you get the story dev path of most game projects:
What you are left with is a bare skeleton of the intended story, which is often unintelligible to the viewer.
So, I say to ye old Star Trek writer guy: did more than 25% of what you wrote make it in the game? You're well ahead of many game writers. Quit cryin'.
Re:Ye GODS! A story that got cut during developmen (Score:1)
Still I've played to many games lately that are obviously rush jobs with storylines that aren't so much crafted, as they say horrible abortions that have been wall papered into the game rather then being finished.
Look at NWN2, its up to 1.03 and I'm on my 3rd play through, its only after the this patch that many of the story parts are starting to work seemingly as I'm finding out things i never knew, or saw before and because of that the games more ENTERT
Still waiting for the ultimate... (Score:2)
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Negotiating with enemies? Obviously impossible in our lifetimes to hold a conversation with an AI. But try Enigma, it's pretty intense - the glacially paced naval maneuvers seem to move at lightning speed during critical moments, and the
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Use both sides of the paper if necessary.
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1. The subject of this topic(missing plot) the predicate for any interest in ST, period.(STRIPPED CONTENT)
2. Multiplayer right out of the box, was patched, still does not work.
3. No modding tools.
4. No historical missions/ custom skirmish match(s) w/o modding them in via/ map editor.
5. Not being able to change key-mappings(????)
6. The graphics details that were displayed in the preview stages of the game's PR blitz(s) DO NOT reflect those in the actual retail release of the g
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Still waiting for (Score:1)