Star Trek Legacy: Waiting for Disappointment
2006 marks the 40th Anniversary of the first airing of Star Trek. To honor this occasion, Bethesda Software has released three Star Trek games; this year. The one I was most eagerly anticipating was Star Trek: Legacy.
Months ago, I made a note to myself: Check this game out when it’s released on November 7! But alas, the Nov. 7 date slipped, and the new release date was scheduled for Nov. 21. So I eagerly awaited that date. And it slipped again… now Legacy would be released on Dec. 5. At this point, my software sense was tingling. If they had to postpone the release date twice, by two weeks each time, something was amiss.
Finally, the game was released. I checked out some of the reviews. Pretty much everyone agreed [Gamespot, IGN] that the game was only mediocre. While the graphics are absolutely stunning, the reviewers cited frustrating control problems, and the inability to save during long missions.
What went wrong? Why will the cornerstone of Bethesda’s 40th Anniversary offerings, a visually gorgeous game that features the voice talent of all five Star Trek captains, suffer poorly in the consumer market because of something as banal as frustrating controls and an inability to save your place?
And why was the game delayed twice, for a total of four weeks?
I’m sure I will never know the answers to these questions, but I would love to be a fly-on-the-wall at Bethesda’s postmortem. But even though I’ll never what really went wrong, I can offer these tidbits to other software and product developers.
If you need to delay your deliverable, make it count. Don’t ever delay a software release by two weeks. There’s probably nothing that you can fix in two weeks that you can’t fix by pushing harder during the available time. If you do have a lot of stuff you need to do and you really do need to push a release date, push it longer – maybe four weeks. You’ll make changes during that time that you’ll need to QA. You’ll want to make sure you do things right, not just fast. Pushing a release date by two weeks sounds to me like the developers need two weeks more… but what about testing all of those late-night, coffee-induced fixes?
Test the game with users! How could they have possibly missed on frustrating controls? That is probably one of the easiest things to anticipate and fix. Conduct thorough user evaluation; offer people free copies of the software after it is released; don’t be afraid of showing the software before it’s complete. Same for the lack of a “save” option on long missions, and for missions that require superhuman feats – these should have been caught early.
Consider your audience. Hard-core gamers can probably deal with frustrating controls, and probably don’t mind playing through an hour-long mission for the third time. But how many hard-core gamers are interested in a Star Trek game? The market here is probably slightly older and more casual about gaming.
Finally, my own pet peeve that has nothing to do with broken schedules or unflattering reviews, but has everything to do with disappointment: The world isn’t all about shoot-em-ups, particularly in the realm of Star Trek. Some of the reviews (I cringe to go get a copy now) say that, until a point, much of the action is space shoot-ups. But to me, Star Trek was always about diplomacy, exploration, discovering new things. stretching one’s thinking. I would LOVE to see a Star Trek game where you come across some new form of life (viz “Encounter at Farpoint” or the Exocomps) than shooting holes through Klingon cruisers (although there’s a place for that, too).
Well, there you go. Hopefully the next time I anticipate a software release, the developers will have read idea2product first!