From Star Trek Game Information
This Live Chat with the team from Starsphere took place on the 30th January 2004. Representing Starsphere Interactive were;
- Henrik Markarian - Programmer and Co-Founder of Starsphere
- Andrew Iverson - Lead Designer and Co-Founder of Starsphere
<Trickster> First of all would you like to tell us a bit about Starsphere Interactive.
<starsphere-henrik> Starsphere was formed in 1997, by Henrik Markarian and Andrew Iverson. Andy and I got into developing games going back to the late 80's at the company called The Software Toolworks.
We've developed mostly for consoles (NES, SNES, Genesis, PS1, PS2 & Xbox) but we also have a few PC titles to our credit.
<starsphere-andy> One of our earlier efforts was the port of Wing Commander to the old SNES system in 1992.
<Trickster> Are either of you fans of Star Trek and did this help or hinder the production of Shattered Universe?
<starsphere-andy> I have been a Star Trek fan going back to the original series air on NBC. Of course, I was VERY young then (ahem) but I am very familiar with the original series and that helped our effort on STSU quite a bit.
<starsphere-henrik> It's fair to say that everyone on the team is a fan of Star Trek. And, as to your question, we think it helped a great deal to be fans of Star Trek...
<Ion Particle> Who wrote the Shattered Universe storyline?
<starsphere-andy> I wrote the original scenario and then later wrote the screenplay. The mission designs were the joint effort of several members of the Starsphere team.
<Trickster> Did you research any of the Star Trek episodes set in the Mirror Universe?
<starsphere-henrik> No need to review it...Andy had them all memorized! :)
<starsphere-andy> Actually, we have all the original episodes on DVD. I also wanted to review the DS9 episodes that involved the mirror universe, so Paramount provided those to us. There is also a Next Gen segment which can perhaps be considered a mirror universe episode.
<Trickster> Were there certain restrictions or guidelines that you had to adhere to?
<starsphere-henrik> Well, we had to be accurate, from a Star Trek point of view. This includes things like characters, costumes, ship designs, ship names and numbers, stardates, etc.
<starsphere-andy> Since our story takes place between the original Mirror, Mirror episode and the DS9 segments we had a fair amount of latitude to play with without contradicting the developments in the later canon material.
<Trickster> Did either of you have the opportunity to meet either Walter Koenig or George Takei when they were recording the voiceovers?
<starsphere-henrik> Yes! We met with both of them and also got them to sign their "CG" portraits for us!!
<starsphere-andy> I directed the voice over recording sessions and I can tell you, as a long time trek fan, that it was pretty amazing to find myself sitting there listening to George and Walter read from my script!
<Trickster> Was the game ever considered for the Nintendo Game Cube?
<starsphere-henrik> It was discussed, but the sales and marketing teams at our publisher ultimately decided on only the PS2 & Xbox.
<IonParticle> How did you guys do the cinematics? They're the best Trek cinematics I've ever seen.
<starsphere-andy> Thanks! The cinematic were rendered using 3D Studio Max. Our Art Director, Tom Howell, sculpted the faces of Sulu and Chekov by hand using photographs and other reference material. The bridge was quite an undertaking involving tens of thousands of polygons. It was mainly the work of artist Charles Hu.
We were very consciously trying to recreate the feel of a television episode from a lost Star Trek series starring George Takei.
<Trickster> Did you look at Star Trek: Invasion to see what worked and what didn't when designing Shattered Universe?
<starsphere-henrik> We looked at a lot of Star Trek games, Invasion included...
...what we tried to do was to create a game that FULLY utilized the Star Trek license.
That's why we found interesting ways to include elements from the original show (M5, Balok, etc.) into Shattered Universe.
<Trickster> This is one that seems popular - are there any cheats for the game?
<starsphere-henrik> Yes there are! We'll have to wait a little bit more to release the cheats, but we can tell you about the following...
...on "Tyranny of Numbers" (the M5 mission) destroy the first capital ship (Hood) and then wait for the others to start moving...
...then damage one enough, but don't completely destroy it. Wait until all three capital ships are crossing over each other...
...and then destroy the damaged ship. If timed correctly, you'll take out the other two capital ships (they'll be caught in the breach.)
<starsphere-andy> In From Hell's Heart you can save the second Klingon Starbase by destroying both Doomsday machine escorts. This is VERY hard to do, however.
<Trickster> Do you have any other tips for some of the more difficult missions?
<starsphere-henrik> OK, let's see...
...on "Renegade" you can fly to the top of Starbase and destroy the antenna (a hidden objective) This will stop the fighters from the Starbase...
...on "Balok's War" stay close to the Excelsior, don't chase the cubes, let them come to you...
...on "No Immunity" try to blast the shields of the two Romulan capitals before the Excelsior gets to the Starbase as that will prevent them from using their cloaking device.
<starsphere-andy> Remember that each ship has three different possible configurations. Generally, always use the most powerful one available. Use the homing torpedoes by targeting and firing and then immediately move on to another target. Don't sit around waiting to see the enemy fighter explode or you'll lose valuable time.
Another hint: Don't waste time shooting at the web spinners in The Unwound Skin they are indestructible. Destroy the Tholian capitals as soon as they arrive this will stop more fighters from coming.
<Trickster> Can you tell us why there is no Multiplayer in Shattered Universe? Was it something you would have liked to got in the game?
<starsphere-henrik> When the game was started, the multiplayer (i.e. on-line) option was not available yet, so it was not considered....
...when TDK Mediactive picked-up the game, due to time and budget constraints (as well as the fact that the game was already 75% complete) the multiplayer was considered but ultimately dropped.
<Trickster> Why do you think that the reviews so far have mainly been negative when the posts from the gamers don't appear to be as critical as the reviewers.
<starsphere-henrik> We set out to make a game for the fans and we're happy with their reaction. As for the reviewers, there's not much we can say.
<Trickster> How has it been working on a Star Trek game?
<starsphere-henrik> Well, for one thing it's immediately recognizable!
<starsphere-andy> It's interesting to work on a game with such a well established universe. We have a library of probably 50 Star Trek reference works and we could answer probably 99.9% of our questions by going to them. Occasionally, a real blooper almost slipped through though. Walter Koenig himself had to point out to me that his character was Pavel A. Chekov not Pavel V. Chekov as I had somehow mistakenly written. How embarrassing :)
<starsphere-henrik> Overall we love the source material and believe that there are a lot of different game types that can be successfully set in the Star Trek universe.
<Trickster> Is there anything you would liked to have done differently given the opportunity or resources?
<starsphere-henrik> As it's been reported, the game was in limbo for a year, while a search for a new publisher was underway...
...to stop and restart the production was very difficult (the one thing I would've liked to avoid.)
<starsphere-andy> Although I am very fond of the music in the game, expertly realized by Barry Fasman and John O'Kennedy, I wish we would could have obtained the rights to use some of the original theme music.
<Corrodias> what we need is a holodeck rock climbing simulation.
<starsphere-andy> We would have like to have included a holodeck rock-climbing :)
<IonParticle> what do you think Trek gamers need right now?
<starsphere-andy> I suspect that the interests of Trek gamers covers a wide variety of games. As a developer, you just have to try to follow your instincts and hope that other people appreciate the same things about the Trek universe that you do.
<Trickster> Would you like the opportunity to do future Star Trek games or has the journey been a little rough at times, with the game being in limbo and the issue of the Star Trek gaming license?
<starsphere-henrik> Answering your previous question (would we like to work on another Star Trek game) in short the answer is yes.
<Trickster> What plans do Starsphere have now. Do you have any other game's in development that you can talk about?
<starsphere-andy> We're looking at several future projects, but first we're planning on taking some shore leave on an idyllic planet in the Omicron Delta region. What could go wrong?:)
<Trickster> Do you have any preliminary sales figures, has the game done as well as expected?
<starsphere-henrik> We don't have any numbers yet...
...Star Trek games however are evergreen's (i.e. they continue to sell well over a long period of time) so the jury may be for some time.</font>
<Corrodias> that reminds me.. for sales figures, is it required that you "register" the product or do the numbers come from the retailers?
<starsphere-henrik> No need to register. Obviously the publisher has a count of what has gone out and then the retailers report on what has sold through.
<Trickster> Well I think that concludes the chat. I am out of questions.
<starsphere-henrik> OK, thanks for all your questions...
<Trickster> Is there anything you guys would like to say to the fans?
<starsphere-andy> Remember video games are your best entertainment value! Buy some today, you'll be glad you did!
<starsphere-henrik> Well, we appreciate every bit of support that we get. Thanks again. Bye.
<starsphere-andy> Bye!