PugPug
10-22-2008, 11:58 AM
Perhaps no aspect of Star Trek is more sci-fi than the Holodeck. Whereas most Trek technologies are at least based on present-day theory, the Holodeck includes unfathomable processing power, and even demonstrates some limited creative ability.
How then, do you implement it into a video game in any meaningful way?
Star Trek Voyager: Elite Force (and it's sequel) tackled this problem by including a few limited combat scenarios where the player could test new weapons as they were discovered in the story.
Star Trek: The Next Generation: A FInal Unity used the Holodeck to replay video cutscenes the player had accessed in the story.
There could be some "just for fun" programs, such as the sunset on Risa, but the fact is most players will visit such a program once, and never again.
There has to be a gameplay reason to keep coming back, or the feature is a waste. At the same time, the Holodeck was never the focus of the series, so it can't take too much focus away from real exploration.
CONCLUSION:
I see the Holodeck as a "I only have a few minutes to play before going to work" kind of feature. Players could jump in for a few rounds of combat, and perhaps get some combat skill experience points in the process.
I'd also like to see the Holodeck grow with the player. Perhaps combat programs could be added as players visit new and different worlds.
How then, do you implement it into a video game in any meaningful way?
Star Trek Voyager: Elite Force (and it's sequel) tackled this problem by including a few limited combat scenarios where the player could test new weapons as they were discovered in the story.
Star Trek: The Next Generation: A FInal Unity used the Holodeck to replay video cutscenes the player had accessed in the story.
There could be some "just for fun" programs, such as the sunset on Risa, but the fact is most players will visit such a program once, and never again.
There has to be a gameplay reason to keep coming back, or the feature is a waste. At the same time, the Holodeck was never the focus of the series, so it can't take too much focus away from real exploration.
CONCLUSION:
I see the Holodeck as a "I only have a few minutes to play before going to work" kind of feature. Players could jump in for a few rounds of combat, and perhaps get some combat skill experience points in the process.
I'd also like to see the Holodeck grow with the player. Perhaps combat programs could be added as players visit new and different worlds.