Star Trek Online Lives
The ancient IP’s MMO is still Online, albeit with some disappointing discontinuations.
I entertained fantasies about a Star Trek MMO since first experiencing the genre through Eve Online and World of Warcraft in early adolescence. The idea of commanding my own starship in a universe of other “captains” alongside a hand-picked bridge crew was a beguiling one to myself and many others. This year, the game celebrated its ten-year anniversary (aligning well with the continued involuntary beat of this blog.) I’m currently in the midst of my annual check-in with STO and thought an exploration of this most-consequential video game of my life’s history would be an appropriate undertaking.
The execution of today’s final, Arc Games-owned and maintained product is a particularly long and interesting one. As Justin Olivetti chronicled for Engadget, the license for Star Trek Online was originally bought and developed on by Perpetual Entertainment, which was assaulted by a lawsuit and extensive layoffs in December, 2006. The company was sued by Kohnke Communications for allegedly selling “valuable assets like the Star Trek Online license” to an affiliated entity called P2 entertainment. Clever. A quote from the complaint as reported by Ten Ton Hammer:
“On information and belief, the assets transferred to P2 include Perpetual Entertainment trademarks and copyrights, the perpetual.com domain name, and assets related to Star Trek Online, including code and the license… Perpetual received less than market value for the assets it transferred to P2, and the transfer made Perpetual insolvent (or worsened Perpetual's existing insolvency).”
Perpertual’s STO was significantly different from today’s MMO. Instead of captaining one’s own starship, “players would have taken on the role of an officer who would be part of a crew of a starship,” echoing old legacy titles like Star Trek: Bridge Commander.
The proposed solution was that players could own smaller ships like fighters and minor spaceships, but the big ones — like the Galaxy class — would instead be adventure hubs with explorable, detailed interiors.
I was 14 in 2008 when I joined the original post-Perpetual Entertainment STO IRC channel when the game's license was first transferred to Cryptic Studios. In fact, this channel was the only reason I left IRC clients open on my computers for years. It was exciting to find a community of people who were looking forward to participating in a Star Trek MMO as much as I was. I originally went by the (very cringey) username “crazyhooligin,” under which my current STO account is still registered. In the IRC channel, I met Sata – host of the now-defunct MMO Junkies podcast and ex-Perpetual developer. He and the STORadio crew accepted me into their Teamspeak conversations despite how strange and unsocialized I was. I learned how extensive and beautiful their development had been. One wonders what Cryptic did with the original game and art assets and who technically owns them now.
After acquiring the rights to make the game in early-2008, Cryptic was legally compelled to come up with a completed product in two years’ time as then-Executive Producer Stephen D’Angelo explained on the 100th episode of the STOked podcast:
We were under a very massive deadline to deliver the game. We had acquired the license from Perpetual and Perpetual’s license had an expiration date on it, and we had to ship the game before the expiration date or we would lose the license.
STOked also provided an excellent historical account of the acquisition entitled “How Cryptic Saved Star Trek Online.” By late-Fall, 2009, Star Trek Online entered Closed Beta, which I somehow acquired a key for in the name of STOHolic.com (a blogger site which represents one of my first web projects ever.) I was dual-booting Windows 7 Beta on my 2008 MacBook, which only supported 2 of its 4GB of RAM. The resulting performance was not optimal, but I was tremendously excited just to participate. Somewhere, there are at least three 480p handicam videos of Closed and Open Beta gameplay taken from over my shoulder, but I could not find them at the time of this writing. Comparatively, beta looked drastically different from the property that’s online today. In this video of the original entry tutorial, we are introduced to the game’s basic controls by the voice of Zachary Quinto of J.J. Abrams fame as the new Emergency Medical Hologram in godawful dropshadowed text. The lighting is dated, the blue-based user interface even more so.
The hair was bad and the textures of the armor, worse. So was mine, though. I uploaded two videos under my STOholic name: an unboxing of the Collector’s Edition and what appears to be the definitive YouTube tutorial to run Star Trek Online on Mac OSX using the (now defunct) wineskin wrapper. Though I was sixteen years old, I appear to be about eight. Endless waves of ground enemies, pressing the “1” key hundreds of thousands of times to whittle them away with my phaser rifle. There were bugs on top of bugs. My favorite was a swap between one's ground and space avatars: a gigantic captain would appear in space and a little ship would appear on the ground.
Four years ago, Lead Developer Al Rivera wrote “History of Star Trek Online – a Retrospective” – a blog post detailing the chronology of the game from its February 2nd, 2010 release date – about a week after my 16th birthday, for which my mom bought me my first and only gaming PC. I have never been very good at video games, and Star Trek Online has been no exception. After 10 years, my main Captain – Ambassador Kuvak – is still not doing adequate DPS to hold my own in Task Force Operations, from what I understand. My 15-16-year-old self chose a Science Captain but wanted to fly the great (engineering/tank-focused) cruisers of The Original Series, The Next Generation, and the latter's movies. This is possible, but not necessarily advised. Generally, one specs an Engineering Captain to tank, a Tactical Captain for DPS, and a Science Captain for “exotic DPS” and light healing. I managed to level a single science character – the original – through to the max ranks using little intelligence and a lot of persistence. Later in life, I’ve learned the patience for a more deliberate approach, but still struggle to make the numbers.
The Exploration System
For many Star Trek fans, Star Trek Online’s combat feels excessive. Or at least, that’s what you’d think. The current reality is that search engine results for “too much combat in STO” are virtually nill. There are some comments on Massively Overpowered posts, a year-old blog post in Contains Moderate Peril by Roger Edwards, an old Ryan Somna take, and… that’s about it. There was a definite (and entirely reasonable) argument against the amount of combat across the community early in the game’s development, but it looks like the arguers have simmered down and/or given up. This is also reasonable, considering its now ten-year lifespan. The only trouble is that non-combat options in Star Trek Onlinehave actually diminished over the years.