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Developer Log - Stardate: 23763.1

As our Admiral Maldonado said in Dev Log #2, this game is about "telling your own Star Trek story", with every word of that sentence being equally meaningful;
It needs to be a story, it needs to be a Star Trek story, but it also needs to be your own.


The canon

Star Trek and the particular era we chose to base ourselves in is brimming with rich material, many stories already told, small and large, it has been studied, memorized, dissected and analyzed by one of the most intensively passionate audiences in pop culture, and Star Trek now encompasses multiple generations of audiences.

We've all (the fandom at large) discussed what is canon, where canon contradicts itself, what is not up to the quality of the canon, and similar topics, we've reinterpreted rationalized and theorized how to make it all make sense and be as coherent as a work of so many different authors can be.
This sets up a challenge with high expectations on us and also every one will want to see that episode they love be somehow represented in our game.

The canon gives us a great starting point, the known characters and political stage and their relationships, something that adds meaning to the events that will unfold from the point the player takes charge, but from then on, the story must be told by the players.

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The themes

Some stories we referenced explicitly, repeating specific events seen in the shows, others are more like Easter egg subtle references, where people will be trying to remember what episode was that from, but we couldn't just lift episode by episode all the happenings of the quadrants.

We needed to tell our own stories while making sure they fit the universe and feel authentic.
To achieve this, it was important to understand what Star Trek is about. You might think that having so many different shows, movies, authors and fans this would vary wildly and make it hard to pinpoint, even when focusing just on the 1990’s shows, but it’s not.

Star Trek is about exploring all aspects of the human condition and learning to understand and live with one another no matter how different we are or if we used to be enemies. It’s all about empathy, both when it succeeds and when it fails.
Another key aspect of Trek is always looking at how things can improve, even when telling its darkest stories. The world and our lives can be made better through empathy, we can get there, so it’s also fundamentally about hope.

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Your story

There are many ways to tell a story in a strategy game. The most obvious of them are the narrative events, but it goes beyond just a text in a popup. Because we know who the four powers are, the event may mean something different for each of them, and when you make a choice (if you don't look only at the mechanic rewards), you are telling a story about who the power you are playing really is.
This philosophy was extended to all possible interactions between story and player action. When we set out to design the four playable factions, we didn't start by "what would be fun? what would be powerful?", we started with "who are these people? what do they believe in?" and their mechanics and traits flowed from there almost naturally.

For the Mission trees we asked ourselves “what are the significant history pivotal points?”? And what happened in-between? How can we fill the story gaps with beats fitting who they are and what player actions would tell those stories? It’s not enough to have the right text in the mission node; the player must live that story.

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Additionally, it won’t be your story if you can’t make a few choices and possibly change the very identity of the character you are playing. We went back to the canon and looked into what-if possibilities, the alternate paths that were always there in the stories told by the franchise. What if the Federation failed to uphold its own values? What if the House of Duras took over the Klingon Empire? How would that affect the lore we know of this universe?

This is how the story becomes yours. While some things are destined to happen, like invasions from the other side of the galaxy, your choices about who you are, the actions you take and what that means within this world will tell more stories than we can write.


I hope you tell good ones, and I look forward to you sharing them with the community.
Andres Chamarra,
Technical Director and honorary Loremaster.
 
Sorry guys, but 1week left and no DD about mechanics...
 
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One week can contain a lot of info...

I take it there will be a rapid fire deluge of dev diaries from tomorrow through to release?

I do agree with @Haakon_XIII in a sense though, this one's a missed opportunity IMO, it should be the hardest hitting, most revealing dev diary as we enter the run up to launch. I don't think it really told us anything exciting or new. No offence.
 
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It's Stellaris. You know how the mechanics work.

This game base is Stellaris man, what mechanicas are you wating them to explain? Just go read the Stellaris DD's
First Contact, Second Contact, colonization, espionage, governors, diplomacy, galaxy tension... We know that they are new mechanics or that they will work differently. The economy also works differently since there are fewer resources and population growth also changes. Will the Stellaris DDs tell me these things or are you speaking without knowing?

Also tell me what difference in the way the 4 factions play? Ah, I believed.
 
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What are the main "alt-canon" paths allowed for the major powers? Also, the Dominion invasion of the Alpha Quadrant is included in the base game or it will added with the future DLCs?
 
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I remember the hype generated by the dev diaries dedicated to game mechanics before the release of Stellaris. I completely understand wanting to avoid that hype, which can only result in disappointment. Don't let the current popularity of Stellaris make you forget the issues of the game at release.
We'll know soon enough how everything works anyway. We aren't in a rush. And it's nice to see that the dev team had a strong vision of the game. The dev logs that matter are the ones that will come after release to address the issues with the game and the path to resolve them.
 
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I have to concur with some of my previous commenters. I would like to know more about the unique mechanics this game will have, that are different from Stellaris. I saw the teaser, and I assume there will be an onslaught of captain's logs over the next days. But if not, then hmm, well.
 
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This is great info, but it is the kind of thing I would have expected like 3 months before release, another really high level overview is not what I was hoping to see in the last scheduled dev diary a week out from release. I have been so excited for this game, its clear that you guys have the passion for the IP I have been waiting to see from someone developing a Star Trek game, and I have had it on pre-order since the first day preorders were enabled, but I am honestly starting to get nervous that we have seen so little relating to gameplay and mechanics. I really hope you are planning to provide more info over the coming week because to be frank I am starting to rethink this preorder
 
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To be honest I quite surprised too that something like a Stellaris with an official Star Trek license didn't get more publicized by announcing it months in advance: Star Trek is a huge fandom so I would think that getting the word to reach all the corner of the web would be sort of a high priority for the devs.
 
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What are the main "alt-canon" paths allowed for the major powers? Also, the Dominion invasion of the Alpha Quadrant is included in the base game or it will added with the future DLCs?
Dominion War: Pretty sure not in the base game based on various Discord conversations.

Alt paths: We don't know a whole lot, but based on various bits and pieces:

Federation: Can embrace section 31
Klingons: Can go full theocracy
Romulans: Can dump the Tal Shiar
Cardassians: Can dump Obsidian Order and treat others better
 
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To be honest I quite surprised too that something like a Stellaris with an official Star Trek license didn't get more publicized by announcing it months in advance: Star Trek is a huge fandom so I would think that getting the word to reach all the corner of the web would be sort of a high priority for the devs.
I've gotten the feeling from reading in between lines that Paramount has been the ones that are limiting the amount they're allowed to share... which doesn't really seem like a good move on their part... I'd think they'd want to be pushing it even harder than Paradox does.

Probably because Paramount doesn't actually understand how to market games...
 
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Uhm, sorry guys, but for a game that's supposed to be out next week there's painfully few infos about actual mechanis in the game. How does the warp drive work? How do conflicts look like? How do I integrate a minor power? Can the Klingons do anything that doesn't rise tensions? How do missions for minor powers look like? How does one interact with pre-warp civilizations?
Can we see some actual gameplay this week? Does the AI work (If I recall correctly you guys branched off from Stellaris when that game's AI did not work, like at all.)?
I mean this game looks like something that's right up my alley and the Klingon advisor allone would make me pre-order, but right now I do not feel like that's justified.
 
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Sorry guys, but 1week left and no DD about mechanics...
From the Steam store page: "Star Trek: Infinite is built upon the core systems of Stellaris, leveraging the deep and complex system and making them its own. Aspects of these systems have been streamlined and simplified to better resonate with the Star Trek franchise."
 
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