After 16 years of exploring the final frontier, Star Trek Online devs are 'trying new things' and 'trying to push the boundaries' of what they can achieve
The frontier keeps moving.
It's the 16th anniversary of Star Trek Online this year, and the 60th anniversary of Star Trek itself. That's an absurdly long time for both MMOs and TV shows. For fans of the shows, though, it's bittersweet, as the two remaining ones are now rushing towards their post-cancellation conclusions. Star Trek Online, on the other hand, feels like it's entering a new era.
OK, I might be getting a wee bit ahead of myself, but things are definitely changing. Earlier this year, Cryptic Studios' former CEO, MMO heavyweight Jack Emmert, returned, taking up the CEO mantle once more. And just as critically, Cryptic and publisher Arc Games were able to extricate themselves from owner Embracer—a company that's mostly known for buying studios and killing them.
It's going to take time to really see the impact of these changes, but STO's new Undiscovered update does feel different—for numerous reasons. The ongoing storyline has been temporarily paused, one of STO's oldest arcs has been completely remade, with two Voyager veterans returning to voice their characters, and there's a big push to make sector space a bit more interesting—namely by revamping Deep Space Encounters.

Thomas Marrone has been working on Star Trek Online since 2010, serving as art director before becoming executive producer. His ship designs have also managed to escape STO, and you can see his Voyager B Pathfinder-class ship, along with the Enterprise F Odyssey-class ship, in Picard.
Executive producer Thomas Marrone tells me that he's "really grateful to have Jack back", and that the returning CEO has been interested in Cryptic's STO team "trying new things and asking a lot of questions".
Marrone doesn't want to call it a "rut", but prior to the changes, the team found itself in a comfortable rhythm.
"We had a rhythm of here's an episode, here's a TFO [Task Force Operations are the dungeons and raids of STO], here's a couple patrols, here's an episode, here's a TFO, here's a couple patrols. And that was great, and I know people enjoyed it, because we have all the metrics. That's just what you do as a live service company, but with Jack back, we do have a mandate to try new things, and to look at, are there ways to give people something new every update. Undiscovered is one of the first examples of this."
Undiscovered's remade storyline and Deep Space Encounters still tick all the traditional STO boxes. They're extremely replayable and won't take a million hours to finish. Episodes are brisk (though not rushed) and the sector space encounters aim to be 15-minute adventures. With both comes new rewards, new and returning characters, and more voice acting. And the update launched with an event that will see players rewarded with a gigantic Bird of Prey.
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It's not entirely unfamiliar, then, but as Marrone says, it's a "different flavour". And instead of adding, say, a new storyline or multiplayer diversion onto a creaky frame, the update is attempting to patch up the frame itself. "It's really geared at making the game feel alive and feel like it's worth flying around and exploring sector space in a way that I don't think we had before."
Emmert has enabled this, says Marrone. "Jack has encouraged us to think about new ways of building content for the game that isn't just the same thing over and over again."

Flo McQuibban has been working on Star Trek since 2020. She was the main writer on Paradox's Star Trek: Infinite and now crafts STO's narrative as well as directing veteran Star Trek actors like Jeri Ryan.
Senior narrative designer Flo McQuibban says the team is "trying to push the boundaries" of what they can achieve both narratively and mechanically—"within the limit of what's possible with our development timeframe of our resources".
That last part is important. After Embracer acquired Cryptic, it gutted the team and put a mobile studio in charge of Cryptic's MMOs. And while the Embracer days are behind it, Cryptic's still having to run multiple MMOs without the resources that, say, Blizzard or Square Enix have available to them. So when it wants to do something new, like remake an arc, that needs to be the focus.
Game development is a zero sum game.
Thomas Marrone
So don't expect Cryptic to immediately jump right into another old arc to remake it.
"I mean, we'd love to," says Marrone. "There are so many other arcs that are really cool and have good bones. The Iconian War is another great example of something that could really use some help, at least with the cutscenes. Unfortunately, game development is a zero sum game, in that we have this much time to make this much stuff."
But that certainly doesn't mean it won't happen. STO has a legacy of tweaking old stories. Indeed, the story that was just remade had been given a glow up a few years before it was put in the vault—though it wasn't even close to the extent of the Undiscovered changes. But Cryptic has to balance out any trips back in time with producing brand new storylines and activities.
So how does STO keep going for another 16 years? McQuibban thinks maintaining a good relationship with the community is the trick.
"We're a very communicative development team," she says. "And I feel like the playerbase has a lot of empathy back towards us, and grace and patience for when we are transparent and in regular discussion with them … I think that's going to be key, and it's part of like empathy towards the players. We hear you, and we see you, and your feedback; maybe it'll take a while to fix, but we've seen it, and we've logged it, and we're gonna consider it and figure it out together."
It can be challenging, though, "as the game gets older, technologies advance, expectations change about what's in a game," says Marrone. But it helps that "STO is blessed with a very, very high rate of retention". I've been playing STO since 2010, and somehow have managed to keep playing despite the nature of my job, meaning I'm constantly bouncing between games. And it's backed up by the concurrents, too, which are not incredibly high, but have been remarkably stable over the last decade.
So while the team has this mandate to experiment, one of the other things Emmert has been encouraging is, as McQuibban mentioned, empathy. "Jack said right when he got back that he wants us to have empathy for the player," says Marrone. "So that means that we play the games ourselves, that we understand the experience of playing the game, and that we understand, hey, this isn't so great, this is really cool, we should do more of this, we should do less of this, we should fix that."
As long as the team maintains this relationship with STO's players and understands what they want, reckons Marrone, "that is, I think, going to carry us; it's the relationship that's carried us this far".
With Paramount's plans for Star Trek still up in the air, and the last two shows going into their final seasons, Star Trek Online is going to need to keep the flame burning. I'm pretty confident it's up to the task.
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Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog.
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