Star Trek Online

Star Trek Online Goes Free to Play by the End of 2011Star Trek Online, the MMO picked up by new owner Perfect World when it acquired Cryptic Studios back in May, will be taken to a free-to-play format by the end of 2011, says the new ownership.


Perfect World's chief financial officer told investors during a call today that it's looking to a free-to-play Star Trek Online to "have a bigger potential in US market and also in China market."


Star Trek Online launched in February 2010. Champions Online, Cryptic's other MMO, already is free to play.


Star Trek Online Goes Free to Play [Industry Gamers]



You can contact Owen Good, the author of this post, at owen@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Star Trek Online


Cryptic Studios is developing a free-to-play business model for Star Trek Online, new owner Perfect World has revealed.


The free-to-play model will launch by the end of 2011.


This, not unsurprising news, tumbled from the mouth of Perfect World chief financial officer Kelvin Lau.


"Cryptic is working on the free-to-play model for Star Trek Online," Lau told investors during the company's latest earnings conference call (transcription courtesy of Seeking Alpha).


"This is going to be launched by the end of this year."


"So I think free-to-play model we have a bigger potential in US market and also in China market."


Cryptic Studios' other MMO, Champions Online, switched from subscription to free-to-play earlier this year. Whether Star Trek Online would follow suit depended on the reaction to Champions Online, developer CEO Jack Emmert previously told Eurogamer. Our only indication of Champions' F2P success has been Atari describing the switch as "promising".

Perfect World bought Cryptic Studios in May. The company now owns the rights to Champions Online, Star Trek Online and also, according to the conference call, Neverwinter - the not-quite MMO in development at Cryptic.


"[Cryptic] will help us grow in the US and the Europe," said Perfect World chairman Michael Chi, "and further strengthen our R&D and operations around the world."

Star Trek Online was released in early 2010 and scored 6/10 on Eurogamer. A year and a half of improvements has been made since then, including the addition of user-created missions.

Video: Making your own STO missions.

Champions Online


Cryptic Studios - creator of City of Heroes, Star Trek Online and Champions Online - has a buyer: Chinese MMO outfit Perfect World.


Perfect World paid $50.3 million (£30.4 million / €35 million) for Cryptic. That's 55 per cent more than Atari paid for Cryptic in 2008 - $27.5 million.


Perfect World runs free-to-play cartoon MMO Legend of Martial Arts as well as Battle of Immortals, which looks similar to World of Warcraft.


How Champions Online and Star Trek Online will slot into Perfect World's portfolio is unclear. With Champions Online already free-to-play, however, the transition should be painless.


Perfect World talks of the purchase as a great way to charge West. Will this mean significant investment for Cryptic's new almost-but-not-quite MMO Neverwinter?

Video: Star Trek Online's Foundry mission maker tools.

Star Trek Online
Champions Online thumb
Atari's yearly financial report shows that they are parting ways with Cryptic, the studio behind Star Trek Online, Champions Online and the upcoming Neverwinter MMO. The official reasons given for the split include Atari's intentions to release "fewer but more profitable" titles and expand into "casual online and mobile games," but it more likely has something to do with the reported $25 million Cryptic have lost Atari in the last couple of years.

Gamespot pulled the details from the Atari's financial report, in which Cryptic appeared near the bottom, under a heading marked "discontinued operations." The report listed a loss of $7.5 million for Cryptic in the last year. That's a significant improvement over the $17.8 million loss the previous year, when Cryptic released Star Trek Online and Champions Online.

It's unclear how this will affect the future Cryptic's current MMOs and development on Neverwinter, but for now, it's business as usual at Cryptic. Gamasutra report that Atari will continue to fund Cryptic's MMOs until a buyer can be found.

A community representative posted on the Star Trek Online forums to say that "support for Champions Online and Star Trek Online will be continuing as normal, our staff is working hard on their projects and there are no planned changes to the way any of our games and projects will operate."

Champions Online went free to play earlier this year. How did it go? Find out in our Champions Online re-review.
Champions Online


Atari is to shed Champions Online and Star Trek Online developer Cryptic Studios.


According to the publisher's latest earnings report, the California-based studio was classed as a "discontinued operation" as of 31st March this year.


"In line with the previously stated strategy of fewer but more profitable releases and further expansion into casual online and mobile games, the Company has determined that external development creates more flexibility in the three changing marketplace," explained the report.


"Therefore, the Company has made the decision to divest itself from Cryptic Studios. The divestiture process is underway and more details will be provided as appropriate."


Cryptic had initially struggled following its purchase by Atari back in 2008, but had recently shown signs of an upswing. Losses were €5.3 million for the 2010/11 fiscal year, up from €12.6 million in 2009/2010.

Gamasutra reports that Atari will continue to support all active Cryptic titles while a buyer is sought, and development on its Neverwinter project will continue as normal.


A post from a Cryptic employee on the Star Trek Online forums suggested it wasn't all doom and gloom on the studio floor.


"The headline is chosen a little unfortunate by the colleagues at Gamasutra and makes it sound like we're a kicked puppy standing in the rain. That's not the case," stated a community representative.


"Support for Champions Online and Star Trek Online will be continuing as normal, our staff is working hard on their projects (and the folks from the Champions team deserve an extra cheer for their new stuff by the way) and there are no planned changes to the way any of our games and projects will operate."


Star Trek Online was Cryptic's most recent launch back in February 2010, scoring 6/10 from Eurogamer's Oli Welsh.

Champions Online

Publisher Atari is "divesting" itself of MMO specialists Cryptic Studios, which it snapped up in 2008. It's trying to sell the creators of Star Trek Online and Champions Online after losing Atari millions. [Atari Results (PDF)]


Star Trek Online
trek thumb
Like most players, I’ve had moments in MMOs when I thought that I could write a better quest than the developers did. “The story was wrong—there should’ve been a fight against dwarves instead of rats at the end of the mission, and the pacing sucked!” Cryptic has responded to Star Trek Online players with a software-based “Oh yeah?” by launching The Foundry, which turned everyone into a mission scripter after it hit live servers earlier this month.

We constructed this guide for the magazine back when The Foundry was still in beta on the “Tribble” test server. It was already full-featured and there should be very little variation in the process you'll go through on live servers, but let us know if you encounter any troubles. Used wisely, the Foundry will let you create missions pretty close to the quality of those built by the developers themselves.

Here’s all the wisdom you’ll need. Before we get started, you’ll need to log into Tribble and make a character by pushing the “Create Content” button in the top left. Only this magical avatar has the power to create new missions.

I’ve used custom costumes here to create characters for Captain Decker and Commander Lahti, and a custom map for the space portion of the mission, but there are dozens of NPCs and pre-made maps to choose from, so you can use generic ones to save some time if you want to get right into the mission creation.

Difficulty: Easy
Time: 2-3 hours
Official forums: http://bit.ly/hqLtzc
Starbase USG, a great source for tutorials and reviews of player-created missions: http://starbaseugc.com
STOwiki's Foundry Guide: http://bit.ly/fcXH5g

 
1. Space, the final frontier...

Let’s make a space map where the mighty USS PC Gamer is under attack by the Borg. First, we need to create a slice of space for the action to take place in. Go to the Map tab and click on the “Create Map” button. Choose “Custom Map” and add a few items from the tabs to the right. A planet here, an asteroid field there, a sprinkle of debris and you’ve got space for your quest to live in.

 
2. To boldly go...

But it’s just an empty set—our Star Trek adventure needs action! To get the story underway, go to the Story tab and drag a “Talk to Contact Event” into the mission storyline box. Pop back over to your map and place the contact somewhere in space, and a Map Transition event will be added. Fill in the Map Transition to send players from their location in the game world to the map that you just created.

 
3. Shields up!

Now your players are in position, so it’s time to try to kill them. Drag a “Kill Enemies” event into the storyline, and add an encounter to give them some enemies to fight. Since the USS PC Gamer is under attack from the Borg, choose Borg as your enemy type. Then choose “Borg Squadron – Weak” as the encounter type. Pop over to the map and drag Encounter #1 onto the map, preferably near the spawn point.

 
4. Open hailing frequencies

Once you’ve defeated the Borg, we want the player to talk to Captain Decker, the fearless leader of the PC Gamer. Add another “Talk to Contact” event. By filling in a text box, you can have the player’s science officer inform them that the PC Gamer is hailing, and then add a “PopUp Dialog” and have Captain Decker tell players (via another text box) to defend his ship.

 
5. Evil cubes

The battle rages on. Drag two more “Kill Enemies” events into the storyline. Make sure that each event has one encounter in it (they should appear as Encounters 2 and 3, unless you’ve defied orders and added more—you rebel you). Back on the map box, drag those encounters in, and make them each a Borg Battleship. (Because if Voyager taught us anything, it’s that single Borg ships are easily defeated.)

 
6. Long-range scan

Select each encounter separately, and at the bottom of the screen you’ll see their behaviors, which you can modify. Set all of them to “Ambient with Combat” to have them fight. For Encounters 2 and 3, set the idle animation to “Warp In – Borg.” Setting up the two separate “Kill Enemies” events will warp in one Borg Cube as soon as a player finishes talking to Captain Decker, and another once they defeat the first Cube.

Steps 7 - 12 continue on the next page.


7. One to beam up

Let’s bring the battle inside to help Captain Decker repel the Borg invaders. Create an interior map for the USS PC Gamer—but this time, use a pre-made interior map: Great Bloom. Populate the map by using the pull-down menus to narrow down the type of details (props) that you want to use to give the PC Gamer an assimilated feel. Make sure to test often as you go.

 
8. Borg bonanza

Pull more “Kill Enemies” events into your storyline, and place those enemies on the new map you’ve created. Select each encounter (you can click on each “actor” in a squad separately, or you can treat them as a group) and turn on “Wander.” You can tweak the distance they’ll move, patrol points and how quickly they move from point to point. Now the Borg are assimilating the ship!

 
9. He’s (almost) dead, Jim

In our story, Commander Lahti’s position is being assaulted by Borg drones, and he needs help to mount a defense. Add a “Talk to Contact” dialog to the storyline, and add Commander Lahti to the map. Let’s use a “Reach Marker” event to trigger a Borg boarding party to beam in when the player reaches a certain location, setting off another battle.

 
10. Resistance is futile

To use a “Reach Marker” event, you first need to add it to the storyline and then place it on the map. Add a “Kill Enemies” event, and set the idle animation for the Borg to “Beam in – Borg.” When players round the corner of that hallway, they’ll see the Borg beam in suddenly. It’s a trap! Have Commander Lahti send the players to the shuttle bay after the fight using a “PopUp Dialog.”

 
11. Assimilate this!

For our final epic battle, let’s have two separate groups of Borg attack our players as they approach the shuttle bay. Add another “Reach Marker” event to the storyline and to the map, and then include a “Kill Enemies” event. Add another encounter to the “Kill enemies” event, set the idle animations to “Beam in – Borg” and place the encounters close to the door to ambush players.

 
12. Live long and prosper

Add Captain Decker to the map, and add a “Talk to Contact” event. Then it’s time to test, test and test some more. Make sure that each task flows into the next, and that you’ve filled in each of the text boxes, or else you’ll end up with NPCs who have nothing to say. If you’re able to successfully complete all the objectives, you’re done, and you can share your mission for others to play!
Star Trek Online

Like most players, I’ve had moments in MMOs when I thought that I could write a better quest than the developers did. “The story was wrong—there should’ve been a fight against dwarves instead of rats at the end of the mission, and the pacing sucked!” Cryptic has responded to Star Trek Online players with a software-based “Oh yeah?” by launching The Foundry, which turned everyone into a mission scripter after it hit live servers earlier this month.

We constructed this guide for the magazine back when The Foundry was still in beta on the “Tribble” test server. It was already full-featured and there should be very little variation in the process you'll go through on live servers, but let us know if you encounter any troubles. Used wisely, the Foundry will let you create missions pretty close to the quality of those built by the developers themselves.

Here’s all the wisdom you’ll need. Before we get started, you’ll need to log into Tribble and make a character by pushing the “Create Content” button in the top left. Only this magical avatar has the power to create new missions.

I’ve used custom costumes here to create characters for Captain Decker and Commander Lahti, and a custom map for the space portion of the mission, but there are dozens of NPCs and pre-made maps to choose from, so you can use generic ones to save some time if you want to get right into the mission creation.

Difficulty: Easy
Time: 2-3 hours
Official forums: http://bit.ly/hqLtzc
Starbase USG, a great source for tutorials and reviews of player-created missions: http://starbaseugc.com
STOwiki's Foundry Guide: http://bit.ly/fcXH5g

 
1. Space, the final frontier...

Let’s make a space map where the mighty USS PC Gamer is under attack by the Borg. First, we need to create a slice of space for the action to take place in. Go to the Map tab and click on the “Create Map” button. Choose “Custom Map” and add a few items from the tabs to the right. A planet here, an asteroid field there, a sprinkle of debris and you’ve got space for your quest to live in.

 
2. To boldly go...

But it’s just an empty set—our Star Trek adventure needs action! To get the story underway, go to the Story tab and drag a “Talk to Contact Event” into the mission storyline box. Pop back over to your map and place the contact somewhere in space, and a Map Transition event will be added. Fill in the Map Transition to send players from their location in the game world to the map that you just created.

 
3. Shields up!

Now your players are in position, so it’s time to try to kill them. Drag a “Kill Enemies” event into the storyline, and add an encounter to give them some enemies to fight. Since the USS PC Gamer is under attack from the Borg, choose Borg as your enemy type. Then choose “Borg Squadron – Weak” as the encounter type. Pop over to the map and drag Encounter #1 onto the map, preferably near the spawn point.

 
4. Open hailing frequencies

Once you’ve defeated the Borg, we want the player to talk to Captain Decker, the fearless leader of the PC Gamer. Add another “Talk to Contact” event. By filling in a text box, you can have the player’s science officer inform them that the PC Gamer is hailing, and then add a “PopUp Dialog” and have Captain Decker tell players (via another text box) to defend his ship.

 
5. Evil cubes

The battle rages on. Drag two more “Kill Enemies” events into the storyline. Make sure that each event has one encounter in it (they should appear as Encounters 2 and 3, unless you’ve defied orders and added more—you rebel you). Back on the map box, drag those encounters in, and make them each a Borg Battleship. (Because if Voyager taught us anything, it’s that single Borg ships are easily defeated.)

 
6. Long-range scan

Select each encounter separately, and at the bottom of the screen you’ll see their behaviors, which you can modify. Set all of them to “Ambient with Combat” to have them fight. For Encounters 2 and 3, set the idle animation to “Warp In – Borg.” Setting up the two separate “Kill Enemies” events will warp in one Borg Cube as soon as a player finishes talking to Captain Decker, and another once they defeat the first Cube.

Steps 7 - 12 continue on the next page.


7. One to beam up

Let’s bring the battle inside to help Captain Decker repel the Borg invaders. Create an interior map for the USS PC Gamer—but this time, use a pre-made interior map: Great Bloom. Populate the map by using the pull-down menus to narrow down the type of details (props) that you want to use to give the PC Gamer an assimilated feel. Make sure to test often as you go.

 
8. Borg bonanza

Pull more “Kill Enemies” events into your storyline, and place those enemies on the new map you’ve created. Select each encounter (you can click on each “actor” in a squad separately, or you can treat them as a group) and turn on “Wander.” You can tweak the distance they’ll move, patrol points and how quickly they move from point to point. Now the Borg are assimilating the ship!

 
9. He’s (almost) dead, Jim

In our story, Commander Lahti’s position is being assaulted by Borg drones, and he needs help to mount a defense. Add a “Talk to Contact” dialog to the storyline, and add Commander Lahti to the map. Let’s use a “Reach Marker” event to trigger a Borg boarding party to beam in when the player reaches a certain location, setting off another battle.

 
10. Resistance is futile

To use a “Reach Marker” event, you first need to add it to the storyline and then place it on the map. Add a “Kill Enemies” event, and set the idle animation for the Borg to “Beam in – Borg.” When players round the corner of that hallway, they’ll see the Borg beam in suddenly. It’s a trap! Have Commander Lahti send the players to the shuttle bay after the fight using a “PopUp Dialog.”

 
11. Assimilate this!

For our final epic battle, let’s have two separate groups of Borg attack our players as they approach the shuttle bay. Add another “Reach Marker” event to the storyline and to the map, and then include a “Kill Enemies” event. Add another encounter to the “Kill enemies” event, set the idle animations to “Beam in – Borg” and place the encounters close to the door to ambush players.

 
12. Live long and prosper

Add Captain Decker to the map, and add a “Talk to Contact” event. Then it’s time to test, test and test some more. Make sure that each task flows into the next, and that you’ve filled in each of the text boxes, or else you’ll end up with NPCs who have nothing to say. If you’re able to successfully complete all the objectives, you’re done, and you can share your mission for others to play!
Star Trek Online

Like most players, I’ve had moments in MMOs when I thought that I could write a better quest than the developers did. “The story was wrong—there should’ve been a fight against dwarves instead of rats at the end of the mission, and the pacing sucked!” Cryptic has responded to Star Trek Online players with a software-based “Oh yeah?” by launching The Foundry, which turned everyone into a mission scripter after it hit live servers earlier this month.

We constructed this guide for the magazine back when The Foundry was still in beta on the “Tribble” test server. It was already full-featured and there should be very little variation in the process you'll go through on live servers, but let us know if you encounter any troubles. Used wisely, the Foundry will let you create missions pretty close to the quality of those built by the developers themselves.

Here’s all the wisdom you’ll need. Before we get started, you’ll need to log into Tribble and make a character by pushing the “Create Content” button in the top left. Only this magical avatar has the power to create new missions.

I’ve used custom costumes here to create characters for Captain Decker and Commander Lahti, and a custom map for the space portion of the mission, but there are dozens of NPCs and pre-made maps to choose from, so you can use generic ones to save some time if you want to get right into the mission creation.

Difficulty: Easy
Time: 2-3 hours
Official forums: http://bit.ly/hqLtzc
Starbase USG, a great source for tutorials and reviews of player-created missions: http://starbaseugc.com
STOwiki's Foundry Guide: http://bit.ly/fcXH5g

 
1. Space, the final frontier...

Let’s make a space map where the mighty USS PC Gamer is under attack by the Borg. First, we need to create a slice of space for the action to take place in. Go to the Map tab and click on the “Create Map” button. Choose “Custom Map” and add a few items from the tabs to the right. A planet here, an asteroid field there, a sprinkle of debris and you’ve got space for your quest to live in.

 
2. To boldly go...

But it’s just an empty set—our Star Trek adventure needs action! To get the story underway, go to the Story tab and drag a “Talk to Contact Event” into the mission storyline box. Pop back over to your map and place the contact somewhere in space, and a Map Transition event will be added. Fill in the Map Transition to send players from their location in the game world to the map that you just created.

 
3. Shields up!

Now your players are in position, so it’s time to try to kill them. Drag a “Kill Enemies” event into the storyline, and add an encounter to give them some enemies to fight. Since the USS PC Gamer is under attack from the Borg, choose Borg as your enemy type. Then choose “Borg Squadron – Weak” as the encounter type. Pop over to the map and drag Encounter #1 onto the map, preferably near the spawn point.

 
4. Open hailing frequencies

Once you’ve defeated the Borg, we want the player to talk to Captain Decker, the fearless leader of the PC Gamer. Add another “Talk to Contact” event. By filling in a text box, you can have the player’s science officer inform them that the PC Gamer is hailing, and then add a “PopUp Dialog” and have Captain Decker tell players (via another text box) to defend his ship.

 
5. Evil cubes

The battle rages on. Drag two more “Kill Enemies” events into the storyline. Make sure that each event has one encounter in it (they should appear as Encounters 2 and 3, unless you’ve defied orders and added more—you rebel you). Back on the map box, drag those encounters in, and make them each a Borg Battleship. (Because if Voyager taught us anything, it’s that single Borg ships are easily defeated.)

 
6. Long-range scan

Select each encounter separately, and at the bottom of the screen you’ll see their behaviors, which you can modify. Set all of them to “Ambient with Combat” to have them fight. For Encounters 2 and 3, set the idle animation to “Warp In – Borg.” Setting up the two separate “Kill Enemies” events will warp in one Borg Cube as soon as a player finishes talking to Captain Decker, and another once they defeat the first Cube.

Steps 7 - 12 continue on the next page.


7. One to beam up

Let’s bring the battle inside to help Captain Decker repel the Borg invaders. Create an interior map for the USS PC Gamer—but this time, use a pre-made interior map: Great Bloom. Populate the map by using the pull-down menus to narrow down the type of details (props) that you want to use to give the PC Gamer an assimilated feel. Make sure to test often as you go.

 
8. Borg bonanza

Pull more “Kill Enemies” events into your storyline, and place those enemies on the new map you’ve created. Select each encounter (you can click on each “actor” in a squad separately, or you can treat them as a group) and turn on “Wander.” You can tweak the distance they’ll move, patrol points and how quickly they move from point to point. Now the Borg are assimilating the ship!

 
9. He’s (almost) dead, Jim

In our story, Commander Lahti’s position is being assaulted by Borg drones, and he needs help to mount a defense. Add a “Talk to Contact” dialog to the storyline, and add Commander Lahti to the map. Let’s use a “Reach Marker” event to trigger a Borg boarding party to beam in when the player reaches a certain location, setting off another battle.

 
10. Resistance is futile

To use a “Reach Marker” event, you first need to add it to the storyline and then place it on the map. Add a “Kill Enemies” event, and set the idle animation for the Borg to “Beam in – Borg.” When players round the corner of that hallway, they’ll see the Borg beam in suddenly. It’s a trap! Have Commander Lahti send the players to the shuttle bay after the fight using a “PopUp Dialog.”

 
11. Assimilate this!

For our final epic battle, let’s have two separate groups of Borg attack our players as they approach the shuttle bay. Add another “Reach Marker” event to the storyline and to the map, and then include a “Kill Enemies” event. Add another encounter to the “Kill enemies” event, set the idle animations to “Beam in – Borg” and place the encounters close to the door to ambush players.

 
12. Live long and prosper

Add Captain Decker to the map, and add a “Talk to Contact” event. Then it’s time to test, test and test some more. Make sure that each task flows into the next, and that you’ve filled in each of the text boxes, or else you’ll end up with NPCs who have nothing to say. If you’re able to successfully complete all the objectives, you’re done, and you can share your mission for others to play!
Star Trek Online



Who hasn't wanted to put together their own Star Trek episode? That dream is about to come true, sort of. Cryptic have released the Foundry for Star Trek Online, a powerful set of editing tools that will let you create your own missions. The Foundry let you put together your own star systems, script battles, write dialogue and create cutscenes. A mission sharing system will let players rate missions, and the very best will be highlighted with developer spotlight awards, making it easy for players to sift through to the best player made missions.

The Foundry is an exciting addition to Star Trek Online, but it's built on the same tech as Cryptic's other MMOs, meaning there's a chance that similar tools could appear in Champions Online and the upcoming Neverwinter MMO. For more on the mission editing tools, see The Foundry section of the Star Trek Online site. If you're interested in playing Star Trek Online, there's a demo available.
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