I understand that a video game based on the new 'Star Trek' was recently announced, and that its production is well underway, but I had this idea for a long time beforehand.
So here's the rundown. If you're not familiar with how I do this then don't be alarmed. Basically, I type up everything I can think of about the game offline before I post it here. I use OpenOffice, a free and amazingly reliable clone of Microsoft Word that is constantly being updated. After typing up my Wikipedia-ish article, I post it here unrefined. After posting it here, I make small changes as needed before publishing.
Video Game Idea
Star Trek RPG based on The Next Generation
“Star Trek: The Next Generation – Journeys”
“Star Trek: Journeys”
Developer: Bioware/Ea Games
Length: 2-4 discs on 360, 1-2 Blu-Ray on PS3
Premise:
The premise is the same as “The Next Generation”. Players control Commander William Riker. He is 'the' player character. The tutorial mission is “Encounter at Farpoint” (first episode), but the story/missions after that are completely new. Some missions or story encounters are based on episodes, but most of the game is totally fresh. The ending of the game, at this stage in development, is currently set to be Captain Picard's encounter with the Borg where he becomes Locutus.
Gameplay:
'Journeys' is an RPG game, very similar to Bioware games in general. While the book ends of the game are pre-determined in a way (according to story canon), their choices as Commander Riker will affect many outcomes. Some liberty is taken with the original story canon.
Most of the game's story is told through the dialogue sequences. But the action is like a slower paced third-person shooter. The main weapons are phasers, phaser rifles, and hand-to-hand combat. Experience is earned, and upgrades to skills and abilities are earned by leveling up. Think Dead Space speed with a Mass Effect flair to it.
When a battle is started, action is paused for tactical engagement. Players can take aim with the weapons themselves, or are free to let the game auto-attack for them. Hand-to-hand combat is similar to Dead Space, in that the action is more cinematic. According to level and the level of the enemy, hand-to-hand may work out any number of ways. As a bonus, action is totally dependent on location and timing and whatnot.
Since the missions are largely linear, meaning that one mission will begin right after another, there is really no need for an open-world aspect. However, there are inbetween periods where the player will be alloted some time to "goof off" (for lack of better words). During this time, the player is given the option to explore side-quests or spend time with friends. Some side-quests may have huge importance, or a large affect on the player's experience. For example, the player may choose to help Lieutenant Worf with a personal matter in the early game. If the player does help Worf, Worf will feel more inclined to do a personal favor for the player later on. If the player doesn't help him, Worf may or may not help. If the player never even knew about their opportunity to help Worf, they would never know that a certain situation may have turned out differently.
Love Interests:
The main love interest is Counselor Deanna Troi. If played correctly, the player will have sex with Troi at least once by the end of the game. They will not marry, since they don't marry until 'Nemesis' in the main canon. Troi's opinion of Riker can change, however. She may be inclined to follow other love interests besides Riker, like Worf for instance. Trekkies, don't kill me for this. If you ever watched the series, you would know that Worf and Troi do have chemistry.
Throughout the game, players will have the choice of having sex or having a relationship with other characters. These characters may or may not stay in the story for the long term. The reason for this is backed up by Riker's numerous run-ins with female characters in the series. He has had sex with some of them on several occasions.
Good or Bad system:
Since the player is required to follow Starfleet orders, some choices are mandatory. However, since the missions are new and unknown in this game, most choices are fresh and may severely impact gameplay. Making certain choices will affect other Officers' opinion about Riker. Also, the system is designed to give players a more natural relationship with characters like Captain Picard and Deanna Troi, since Riker's relationship with them in the series is already established. The system works in tandem with the new missions designed for the game.

Example: A group of Ferengi are aboard a derelict ship. Will Riker recommend shooting the ship down, or attempt communication? He has the bridge at the moment while Picard is taking care of personal matters. Worf recommends one option, while Troi says she is unsure of their intentions. While Troi remains neutral, she may or may not like Riker's option to shoot them down (if the player chooses). If the player lets them live, and the Ferengi are hostile, Troi may feel guilty for persuading Riker to do something dangerous; however, on the other hand, she may lose feelings for him for not making the correct choice. Predicaments like these will be frequent in the game, as a monument and homage to the television series's story and drama.
Away Missions:
Away Missions will take up some of the game's core action sequences. Upon starting the mission, players will be able to take a team of crew members with them. In these sections, players will be able to switch characters. Certain characters have certain abilities that may be critical to the gameplay or outcome.
Possible Examples:
- Geordi is able to better assess situations, and provide technical support, and find hidden items.
- Worf is an excellent fighter, and rarely goes down.
- Data can easily unlock most doors and containers, or repair malfunctioning equipment.
- Dr. Crusher can heal the group.
- Counselor Troi can detect enemies from a distance.
- Picard is an excellent negotiator.
- Ensigns, or 'Redshirts', are good fodder.
Possible Riker's Skill Trees:
1. Phaser Skills
- Hand-held Phasers
- Phaser Rifles
3. Technical Skills
4. Speed
5. Accuracy
6. Hand-to-hand Combat
7. Defense
8. Speech & Diplomacy
1. Intimidation
2. Charm
3. Female Relations
4. Alien Relations
9. Officer Perks
- Relationship Achievements
- Side-Quest Achievements
[Officer Perks are perks acquired by making progress in relationships, or earning them through Side-Quests]
For more information on how the game's story and mission structure would work, feel free to read this article.
http://elderscrolls.wikia.com/wiki/Radiant_Story
So...whatcha think?