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Brian Pelletier Interviewed
Eliteforce Center spoke with Brian Pelletier from Raven Software about Star Trek Voyager : Elite Force and how much freedom they got from Paramount, what didn't get into the game, etc.[BLOCK][Brian Pelletier] "There were a couple - one feature we wanted in the game, but eventually scrapped, was giving the player the choice to respond to teammates with a yes or no command. We had some scenario's where a teammate would ask the player if they should do something, and depending on if the player responded with yes or no the outcome would be different to reflect what the player ordered. This feature would have given the player the feeling of really being the leader and giving real orders. The other was the end mission statistics. It made it into the game in the form of basic stats when you died but it was planned to be so much more. The end mission stats would have made more replayability in single player and gave more emphasis to the interactive and multiple outcome events. The main goal with the stats was to grade or score the player when they got done with a mission as to how well they performed. The highest score being a 100% if everything was done perfectly. The stats would have made a significant gameplay feature in that at the end of a mission it would let the player know if he could have saved someone or did something different to get a better score. So if the player ended the mission with a 50% score rating and the stats showed that the player could have saved a crewman but didn't and was deducted 25% and they missed an objective and lost 10% and they might replay the mission, this time being more aware of how they can effect the world around them. This would have made the interactive events mean something more and emphasized that fact that they ARE interactive and events that players didn't even know could be changed would have been presented to them after the mission making the game world seem that much more alive. With this feature not in the game, the multiple outcome events didn't mean anything more that just a "cool" factor instead of being intrinsic to the gameplay. Ultimately many factors in production forced us to not implement these features and the main one was time and resources. Since there were many other features in the game already that weren't working properly it only made sense to concentrate on the ones that are imbedding into the game play and remove ones that need the most work. It's one of the hard decisions you have to make near the end of production, in order to stay on schedule."[/BLOCK]
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