Star Trek MMO

May 20, 2008
Erik Bethke
Seoul
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I had a question on what it would take to make a Star Trek MMO given the latest events in the industry. Earlier in my career I was the lead designer and producer on the Starfleet Command series of...

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I had a question on what it would take to make a Star Trek MMO given the latest events in the industry.

Earlier in my career I was the lead designer and producer on the Starfleet Command series of games. (I, II, II, Orion Pirates and the Neutral Zone).

I have actually given this a lot of thought. 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.

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. I am actually very proud of the team and that product. 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 do not know of any other team that was able to create something similar for that time or cash.

My understanding of what happened at Perpetual, is that they really took on way too much. 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. Perpetual took on both.

The space-based naval combat was by far the simpler of the two experiences to deliver on. First of all you have the Starfleet Command series right there. 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). We sold though in retail nearly about a million copies of all of the various flavors of SFC, and so lets say that you had a business model of free to D/L & try, and a Club-Penguin style premium to spend prestige points. Then I think you could comfortably mode 75,000 active subs at $14.95 a month. being Trek fans they will be relatively price insensitive and you probably could go to $19.95 as long as you had new content.

With the low side of 75,000 subs, you would not need to do much in the way of marketing, again because of the super hardcore Trek audience all you would need is a great clean game. Servers up all of the time, and new ships & weapons to explore. New quests, and so on. Transaction costs of say 20% gives you a net of $12. Keeping customer service costs tight through wikis and strong fansite tools. Being space-based overall bandwidth and physics is not nearly as demanding as other forms of MMOs.

So 75,000 x say $10 after server hosting & bandwidth costs... so $750k a month for live team and investment recoup. For $5m this would be a great investment. Would take about a year to recoup and years 2 though 10 would all be profit with say just a 20-30 person live team eating about half of the $750k.

The real thorny problem is on the squad-based planet exploration business. What makes it hard is the mythology of Star Trek tries to embrace out of the box problem solving that despite how much we cheer when Kirk delivers a solid right cross, the goal is non violent conflict resolution. Non-violent repeatable action dynamics are extremely difficult to deliver on. It sounds great on the VC pitch that you are getting away from smashing a goblin and taking his shit. But throwing dozens of mad-lib style weird ass new-age socialist-libertarian arguments over and over again is probably beyond the powers of mortal game writers to create.

On top of that what are the combat mechanics for the planet-side of the game? Do you create an all-new set of player classes and skills ala Star Wars Galaxies? Where do you go? How long to level up? Where is the healer-tank-dps setup? In the end I think you end up creating either an unsatisfying standard mmorpg or a weird counterstrike like game where violence is super emphasized.

So that side of the game I would not take on at first at all.

Instead, for the planet stuff, I would in phase 2 of the project 18 months into live offer a virtual world expansion that is essentially the housing system. Then somehow toss on some planetary defenses and say if you blow up the mines and space stations and defending craft you auto-win the surface and just not try to deliver a FPS for Trek. However, running around on the planet on a bunch of user decorated spaces is probably the way to go.

Anyways, so those are my thoughts on a Star Trek MMO. If anyone wants me to make the space-based naval battle one I described, I will do it out here in Seoul Korea, and I know we could get it up into beta in 18 months and less than $5m.

-Erik <div

Originally posted on LiveJournal


Original LiveJournal Comments

anonymous — August 15 2008, 06:11:16 UTC

Hey erik wont you to go to youtube and watch the videoLeagions at War by GFL Offkey let me know what ya think

anonymous — June 23 2008, 13:31:29 UTC

Erik I would love to see and sfc4 come out. But would love to get with you on its format. As a big follower of sfc series and now incharge of developtment of sfc3 bugs and fixes and leading in mod developtment. contact me @ www.gfluniverse.org user is GFLOffkey.

erikbethke — June 27 2008, 09:52:19 UTC

Hey guys,It would be so much fun to do this project... really would.But first, Cryptic Studios bought the Star Trek rights for a specific reason and we all have to respect that.That is the issue with IP and licenses is that has to be a lot of control over all of this...Next time I see the Cryptic guys in person I will do my best to find out what they are up to...-Erik

anonymous — June 23 2008, 13:27:09 UTC

Erik, Starfleet command III has been abandoned by activision ect. We at the gfl still have a strong clan. We have pretty much resolved issues with multiplayer with Legions at War. We are coming out with Legions at War version 5 and have stayed as top Server for SFC3. My question is fixing or expanding the game. Can you contact me at tljones@vcn.com it is very important at least to me. My msn contact is same as above. would like for you to try the legions at war for starfleet command III when version 5 comes out and check out our video at filefront. contact me please.

anonymous — May 23 2008, 23:54:15 UTC

Thanks for sharing the comments about the development of SFC. That was an achievement in many ways, not the least of which was the technical accomplishments. I thought the game captured the game play of SFB extremely well. I remember all those years waiting too, but it was well worth the wait! Thank you again! =)I agree with your comments about the difficulties of a MMO version of Star Trek too. Some of the key experiences are extremely difficult to recreate for players. I wonder if user generated content might work for something like this. Probably not, but at the moment there doesn't appear to be a perfect solution.Regardless, I like to think that eventually there will be a Star Trek MMO. Just a matter of when and what form it will take. I don't mind waiting if they do as good a job as the team that worked on SFC! =)--Douglas Buzzell

anonymous — May 23 2008, 06:51:49 UTC

Oh man was I ever let down by that!I was so wanting to hear about the (even) possibility of CELL..and blades and maybe even a mention of a blue gene in gaming. Anything mind blowing. I was also let down on the panel discussion: Where will MMO's be in a few years. I was also hoping for some deep, techno talk on Adaptives, supercomputer desktops hooked to supercomputing lines...er...hooked to supercomputers! :)A joke last week was. If game developers are so secretive with us (the community) about EVERYTHING as if it were national secrets, how in the hell is anyone going to get anything done at that conference?---

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Published: May 20, 2008 8:38 PM

Last updated: February 20, 2026 5:04 AM

Post ID: e2445ac5-b51d-42da-8aa5-49042721a271