10 Essential Ways To Make The Perfect Star Trek Video Game

1. Unique Emergency DLC Packs

Star-Trek-game-Kirk-and-Spock-shuttlebay-600x300 Any D&D player is familiar with the term module. These are prepackaged adventures set to a particular level for the players to complete. They usually feature everything from locales, unique creatures and NPC€™s to add to your collection of such characters complete with stats some of the time. Star Trek DLC should basically be modules that are a self contained story that takes place within the universe. It will introduce a new race, a new dilemma, and other goodies. The DLC would start off as an emergency message that will send the player and their crew rocketing off to the rescue. If the story itself isn€™t pushing the player toward some universe ending event one would assume should be the primary focus, then the DLC could be included at any point in the player€™s story, not just a bit extra to do after the player has saved the crap out of the universe.

Closing

696 At this point there might be something bugging some of you. So yes, I will reveal a major component to my proposal. Some of these ideas aren€™t exactly unique to a Star Trek game, which speaks to a larger and important issue. Why is it standard practice for a video game developer to refuse to use a feature or game mechanic that works because another developer had the idea first? That€™s like only one car model having anti-lock brakes, an automatic transmission, or friggin€™ seat belts. This fear of being associated with a competitor because your hand to hand combat system is similar or the same, usually results in a slew of crappy games. Are you tired of watching Spike€™s Video Game Awards show just to see the same five games up for awards in just about every category? Especially when you consider the number of games that hit shelves in any given year. To make matters worse, 3 or 4 of those five games are sequels. This industry is one of the few that refuses to go with what works, therefore making their lives significantly more difficult, and wasting likely millions on games that never had a chance. Look, I have very little love for running around as Batman, which is the only reason I care little for completing Arkham Asylum. However, honestly it is easily one of the best games ever made, and if they made a Streets of Rage game that featured that style of combat, I would sing that developer€™s praises for the rest of my life, I€™d take a bullet for that guy. Let the story be the unique factor in a video game, the setting, the characters, not the button layout. Because let€™s face it, if the game is awesome, but you€™re bitching about being familiar with the combat system, then you should be shot into space.
Contributor
Contributor

Dante R Maddox got started in writing about pop culture in 2007. He developed his conversational style majoring in English and minoring in speech communication, his desire to write as if he were speaking to the reader face to face was the bane of many professors. An odd blend of geek cred and regular fella chic', you're just as likely to end up talking about baseball or politics as you are about comic books and movies (just don't mention Tucker Carlson, you are addressing the man who will go to jail for assault in the future after all). He wrote a book called The Lineage of Durge that's available on Amazon for a small amount of money, he's writing a second while acting as Editor-in-Stuff over at Saga Online Press, there is a graphic novel expansion of his book series also in the works as well as continued development of his cheesecannon, one day Canada...one day (Seriously, a piece of ham, you slice it up and now it's bacon?!?!? I say thee nay!!!)