It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Chris Roberts is a video game designer, programmer, film producer and film director. He is best known for creating the popular Wing Commander series. After almost 10-year-long hiatus from making video games, Chris returned recently with a completely new project titled Star Citizen (which you can back on Kickstarter for 8 more hours). The past, the present, and the future--all is discussed in this exclusive interview for GOG.com.


1. First, the obvious question: after so many years, why did you return to the gaming industry?

I left the games industry about ten years ago because I’d become burned out on the ever-increasing development times that were increasingly disconnecting me from my audience. All the Wing Commander games (and Privateer) were made in 18 months or less. Freelancer was over four years in development by the time I sold Digital Anvil to Microsoft and a further 2 ½ years after that to be finished. Creatively that is just too long between projects. In addition it became quite clear that to survive you needed to be acquired by a big publisher to be able to afford to make games of this scale and it was a time of industry consolidation, which in turn was going to lead to stagnation in the kind of projects that a publisher was going to take the risk on. It was also clear that the publishers were becoming much more focused on console and PC was becoming an afterthought. This was especially true at Microsoft who were really focused on building games for Xbox [instead of] PC. If I'd walked in with Wing Commander (as an original IP) in 2002, it would never have been funded because it wasn't another iteration of a first person shooter or a sports game. Finally, I felt that technology wasn't keeping pace with the vision. All the things we take for granted today--3D acceleration, broadband internet, motion capture--were in their infancy and it seemed like the way to really tell the stories I wanted was to move to Hollywood and do it the traditional way. But that has all changed today. With crowdfunding, we can build the game the audience wants instead of the one a big publisher tells them they're going to buy... and then I can take advantage of a whole suite of technologies and standards to make sure the game is like nothing that has been seen before.


2. What's going to be special about Star Citizen?

Star Citizen is going to be the game you imagined the day you picked up Privateer or Freelancer. I'm proud of the games we built at Origin at Digital Anvil, but I think I can admit that you run into their limitations pretty quickly today. Privateer's expansive universe is really just five base types repeated, there's six types of enemy fighters... and that's all because we had to ship on a handfull of 3.5" disks or a single CD-ROM. So the technology was holding us back. At the same time, the core design of those games remains so good that I think anyone who ever picked up a joystick can immediately understand how it transitions into a persistent world.


3. Do you feel that there's something missing in the modern games. Something that makes us still want to play 20-year old classics?

The big element that I find a lot of games are missing today is the challenge. There's a very conscious effort on the part of a lot of designers to make their games as easy as possible; to hold your hands through the whole thing. And that's because they're working at the biggest possible audience. So you have this conscious dumbing down to make your AAA title as much like a social game as possible, because you you'll reach X-million more potential buyers. I've found that the games I truly enjoy today are the ones that make winning rewarding... that make you suffer to move further. And we saw that in Wing Commander, imagine releasing something like The Secret Missions as DLC today, something that continues the story while making it even more of a challenge.


4. Do you play games? What are your favorite titles?

I do play games, of course, and I've kept up with the industry since I left Digital Anvil. I liked the Uncharted series quite a bit, I feel like they were as close to my vision for a true interactive movie as has been possible so far. The team gameplay in the Battlefield series, the storytelling in Mass Effect... I enjoyed RPGs like Fallout 3, Dragon Age and Skyrim quite a bit. just the sheer complexity of the world they built and the freedom that allowed the player. The game I mention to everyone, though, is Demon's Souls, which very much exemplifies that 'harder is better' design philosophy; it's a game that truly punishes you and in so doing makes every achievement all the more rewarding.


5. You're probably best known for creating the Wing Commander series. What was the inspiration behind the first game?

The biggest inspiration is Star Wars, of course. What teenager didn't leave the theater in 1977 and dream about flying his own X-Wing? So Wing Commander was very much the culmination of that dream. Not just the technical aspects of flying a starfighter, but that idea of making you the hero, putting you in the 'movie.' My design philsophy has always been to trend towards a visceral experience, and Wing Commander taught us so much about how little things like making the hand move with you on the joystick or actually showing damage to your cockpit as you fight are incredibly important. Of course, it's not just Star Wars... Wing Commander takes a lot from the same classic World War II air combat films Lucas based his epic on, and in many ways it does so more directly. You're in an aircraft carrier in space and you're fighting an alien empire that stands in for Japan in this island hopping campaign across the stars. I like to build my games' stories on elements from history, which I think you'll see again in Star Citizen.


6. Wing Commander III and IV are recognized for the amazing FMV cutscenes. How difficult it was to make those happen. Can you tell us a little bit more about shooting, production, and working with movie stars like Mark Hamill, John Rhys-Davies, and Malcolm McDowell?

It was difficult to make these happen because it was a new technology, something unproven. There had been some "full motion video" games before Wing Commander III, but none that really tried to be like a Hollywood movie. No one was casting real actors or filming on real stages… and no one was spending the kind of money you needed to do that. So just selling the project to Electronic Arts was a production in and of itself. The shoots themselves were fantastic, here I was a first time director, someone who'd never been to film school and I was working with amazing talent my first time out. Everything really came together on those projects.


7. Will the story of Wing Commander V ever be concluded? Will we ever see a sequel for Freelander or Starlancer as well?

Wing Commander Prophecy wasn't me. I thought the team did a fantastic job carrying on the legacy for that one, but my involvement in the game series ended after Wing Commander IV. So, I've never been especially invested in the story they set up, with the new enemy replacing the Kilrathi. I'd love to make another Wing Commander – and I spent a lot time thinking what I would do story wise - but I’m only going to do that on my own terms. I created and used to own the IP. I’m only willing to go back if I can be assured of guiding it going forward. I don’t want to be the position the Infinity Ward / Respawn guys were , where they built up a huge franchise then had it taken away from them for the greater good of corporate profit and yearly release cycles, IP integrity be damned... The same is true for Freelancer and Starlancer, they're both owned by Microsoft.

So my answer is not rely on a publisher to realize the best place for an IP is with the person that created and loves it, and instead concentrate all my energy and creativity into Star Citizen. Star Citizen has everything I would do if Wing commander, Privateer and Freelancer were still my IPs, rolled into one holistic game. I’m taking a risk, but I believe there are enough PC gamers and space sim fans out there to show the world and publishers that it is very much a genre people want if you make a truly great game.


8. Can we expect any kind of Easter eggs or any sort references to your earlier games in Star Citizen?

Count on it. In fact, have your readers take a close look at the trailer we released at GDC Online...


9. When you took a break from game design and focused your efforts on Ascendant Pictures how would you describe working on movies such as The Punisher or The Lord of War?

I found it immensely rewarding to spend time making films and being involved in all aspects from early script development, through physical production to post production and final release and marketing. I learnt so much from a creative and storytelling side. Lord of War with Nicholas Cage and Lucky Number Slevin with Josh Harnett, Bruce Willis and Morgan Freemen are two of my favorites. Just getting to work with actors of that caliber and see the small things they do make a performance “real” is immensely insightful. There is a lot of subtlety and detail that goes into making a film work that isn’t apparent to someone looking in from the outside. The quiet moments, maybe just a reaction shot or an image can be more emotionally powerful than a two page long speech. There is a level of maturity to the emotion and storytelling that I learn from film that I would love to bring to games. A level that I think is now possible with the advances in technology allowing for more sophisticated visuals and audio, which allows you to deliver some of the details that make a film work. One of my big goals in Hollywood was to try and build the same sense of world that I did in my game worlds, and I'm very proud of how much of that I was able to do on these projects. The last film I produced, a science fiction film called Outlander, is a great example of this. I helped make sure we did a truly exceptional amount of pre-production, really building all the details of the world in just the same way we used to at Origin. And I would say that I learned a lot in the process that we're going to bring to Star Citizen. One of my immediate takeaways there was that I needed to use the same kind of exceptional talent you find in Hollywood to create the feel for the Star Citizen world. So we've brought in some amazing concept artists from the film world, Ryan Church (who worked with me on Outlander), Jim Martin and others, to help make sure Star Citizen has a truly classic look to it.


10. Out of all your projects, including movies and Star Citizen, which one would you say required the most of your time and attention?

Star Citizen! It's always going to be the next one. You can't just sit back and take it easy in this industry, you have to put all of yourself into your next project. You get to a point on a project where you say, this is taking all my time, this is wearing me out, I can't do this anymore… and then you ship the game and you see what it means to the players and you're eager to come back and do it all over again, but to do all the things you couldn't the last time around.
This is the second crowdfunder I have pledged to . Order of Eternity/Project Eternity (Obsidian Entertainment) being the other. I Will probably pledge to Wasteland 2 as a late supporter as well. Although, there is a fair amount of risk in terms of these projects not seeing completion, when looking at the developers and people involved I feel pretty comfortable donating. It is money that I donate while realizing the risk and being comfortable with that amount of risk. I am also very much in support of backing a developer without a publisher in the hopes that they will indeed be able to freely create. I understand that Star Citizen now holds the crown in terms of amount raised for a crowd funded game so this type of game decelopment may pick up momentum if the chances of sucssess prove good! It's a fun ride!
Post edited November 19, 2012 by Byeohazard
Wow,

I was initially skeptical about SC, but I think Roberts really nailed it when saying what is wrong with gaming industry nowadays. I'm not really into the whole "mindless repetition for achievements over challenge" approach nowadays. Also, pay to win sucks big time. Imagine paying in chess to get new pawns and see how fun that would be.

As I'm not really a mmorpg person, I'm especially looking forward to the single player part. In the demo the space combat seemed a tad slow, but you gotta love the WCI remake vibe it gives.

I have to say I'm really happy that the fundraiser was such a success. Maybe there's still some hope for the gaming world, if not for the "industry".
[url=]http://www.wcnews.com/chatzone/threads/battlestar-galactica-and-wing-commander.24440/[/url]
I'm surprised that Chris cited Star Wars as his prime influence for Wing Commander. I thought Battlestar Galactica (the original late 70s series) factored into that more, since one of its scenes was directly lifted, maybe even plagiarized (specifically the one where the fighter pilot rushes to his spacecraft and enters the cockpit), from that television series.

Also, in reading about this KS project and all of the promises it intends to fulfill, I keep thinking about Derek Smart and his simlilarly grandiose vision for Battlecruiser 3000 AD that fell far short of such lofty expectations.
Post edited November 20, 2012 by DeadlyRamon
avatar
Lodium: A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player – Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
RSI guys are trying very hard to not name it MMO. It doesn't matter what name they'll use it still will be MMO (Massive Multiplayer Online).

Single-player will be available as simple campaign (military type like in WC1). Privateer style of game play will be available online ONLY. I've almost pledged 60$ in first days but after searching for information about single-player I'm not interested any more.

There is project for new Elite game by David Braben:
http://www.kickstarter.com/projects/1461411552/elite-dangerous
... but it looks they plan to make MMO too. What a pity! :-(
avatar
TPR: Single-player will be available as simple campaign (military type like in WC1). Privateer style of game play will be available online ONLY. I've almost pledged 60$ in first days but after searching for information about single-player I'm not interested any more.
You'll be able to host your own local universe server, and play the privateer-style game by yourself if you wish. Also, in the onlne universe you can define if you want to participate in PVP or not.
Personally, I don't even need the Privateer stuff. I'd be perfectly happy with just Squdron 42 or whatnot.
Personally, I find it a bit funny that someone who worked on a series that, with each subsequent iteration set a new record in terms of budget (mostly spent on live action scenes rather than the game/play itself) had quit the games industry due to the same snowball effect he had greatly contributed to.

What's even funnier is that the same person is returning to the industry, now as an independent and his kickstarter sets a new record to funding (more than six million, surpassing Obsidian's Project Eternity) and becoming, if I'm not wrong, the most profitable kickstarter of all time.

The pattern being:
1. I greatly contribute to the rise of a moneysucking, sequelspitter industry model.

2. I get sick of it and I leave to pursue (mediocre) Hollywood projects.

3. Things evolve and thanks to the efforts of many indie developers and entities, a nice breach for smaller titles with small teams and budgets is created. Also, many publishing entities and platforms adapt to distribute indie games and finally crowdfunding becomes reality.

4. I suddenly return to the industry, given this opportunity, spawn yet another indirect sequel / remake of the same series that helped amping up budgets and turning the industry to showing its worst, then I set a high goal and my future game becomes the most expensive crowd funded / kick started title.

Well done, sir, indeed.

I guess that the return of Wing Commander is great for many: personally, I was never attracted to it and preferred the likes of Elite / X-Wing vs Tie Fighter by far, live action scenes and mediocre storytelling being among the last things I've looked for in games.

Also, on a personal note, I see the indie game culture, crowdfunding and kickstarters as great opportunities for smaller teams to achieve their goal and be able to develop their own ideas. Megalomaniac big team budget games don't really belong here, if you ask me. Be it Project Eternity or Star Citizen or whatnot.
I haven't posted here very often but I think I really want to address "harder is better" and the "player should suffer" design philosophy suggested here.

I don't agree with it at all, and I thought Demon's Souls was a poorly designed game with very tedious mechanics. It wasn't actually enjoyable to play for me, so why should I force myself through the game?

The greatest game to me, in terms of challenge, is Ninja Gaiden Black. The difference I feel is that rather than be hard for the sake of hard, that game focused on creative, varied mechanics which responded to the players action smoothly. Then the game taught you these mechanics and encouraged you to embark on greater and greater achievements using them.

It made me enjoy the game first before I "suffered" playing it. I didn't really suffer because I loved every minute even if the game pasted me. Demon's Souls (and Dark) didn't get that at all.
Nice reading gog, thanks :)

avatar
Wainamoin3n: Personally, I find it a bit funny that someone who worked on a series that, with each subsequent iteration set a new record in terms of budget (mostly spent on live action scenes rather than the game/play itself) had quit the games industry due to the same snowball effect he had greatly contributed to.

What's even funnier is that the same person is returning to the industry, now as an independent and his kickstarter sets a new record to funding (more than six million, surpassing Obsidian's Project Eternity) and becoming, if I'm not wrong, the most profitable kickstarter of all time.

The pattern being:
1. I greatly contribute to the rise of a moneysucking, sequelspitter industry model.

2. I get sick of it and I leave to pursue (mediocre) Hollywood projects.

3. Things evolve and thanks to the efforts of many indie developers and entities, a nice breach for smaller titles with small teams and budgets is created. Also, many publishing entities and platforms adapt to distribute indie games and finally crowdfunding becomes reality.

4. I suddenly return to the industry, given this opportunity, spawn yet another indirect sequel / remake of the same series that helped amping up budgets and turning the industry to showing its worst, then I set a high goal and my future game becomes the most expensive crowd funded / kick started title.

Well done, sir, indeed.

I guess that the return of Wing Commander is great for many: personally, I was never attracted to it and preferred the likes of Elite / X-Wing vs Tie Fighter by far, live action scenes and mediocre storytelling being among the last things I've looked for in games.

Also, on a personal note, I see the indie game culture, crowdfunding and kickstarters as great opportunities for smaller teams to achieve their goal and be able to develop their own ideas. Megalomaniac big team budget games don't really belong here, if you ask me. Be it Project Eternity or Star Citizen or whatnot.
You either never read that interview or you're so full of hate for some odd reason that you intentionally twist what has been said to something that he did not said.
Thanks GOG~
i love wingcommander, Star Citizen!!!
avatar
anothername: Nice reading gog, thanks :)

avatar
Wainamoin3n: Personally, I find it a bit funny that someone who worked on a series that, with each subsequent iteration set a new record in terms of budget (mostly spent on live action scenes rather than the game/play itself) had quit the games industry due to the same snowball effect he had greatly contributed to.

What's even funnier is that the same person is returning to the industry, now as an independent and his kickstarter sets a new record to funding (more than six million, surpassing Obsidian's Project Eternity) and becoming, if I'm not wrong, the most profitable kickstarter of all time.

The pattern being:
1. I greatly contribute to the rise of a moneysucking, sequelspitter industry model.

2. I get sick of it and I leave to pursue (mediocre) Hollywood projects.

3. Things evolve and thanks to the efforts of many indie developers and entities, a nice breach for smaller titles with small teams and budgets is created. Also, many publishing entities and platforms adapt to distribute indie games and finally crowdfunding becomes reality.

4. I suddenly return to the industry, given this opportunity, spawn yet another indirect sequel / remake of the same series that helped amping up budgets and turning the industry to showing its worst, then I set a high goal and my future game becomes the most expensive crowd funded / kick started title.

Well done, sir, indeed.

I guess that the return of Wing Commander is great for many: personally, I was never attracted to it and preferred the likes of Elite / X-Wing vs Tie Fighter by far, live action scenes and mediocre storytelling being among the last things I've looked for in games.

Also, on a personal note, I see the indie game culture, crowdfunding and kickstarters as great opportunities for smaller teams to achieve their goal and be able to develop their own ideas. Megalomaniac big team budget games don't really belong here, if you ask me. Be it Project Eternity or Star Citizen or whatnot.
avatar
anothername: You either never read that interview or you're so full of hate for some odd reason that you intentionally twist what has been said to something that he did not said.
I dont get it either.
The post almost sounds like a tone of biterness like the man have done something to him personally.
The stance seams strange when it comes to the fact its a free world and no one is forcing any to buy anything.
I dont care if the man has done movies or what marketing plot he uses, i can make my own choices by my own judgdement.
Post edited November 21, 2012 by Lodium
avatar
hybridial: I haven't posted here very often but I think I really want to address "harder is better" and the "player should suffer" design philosophy suggested here.

I don't agree with it at all, and I thought Demon's Souls was a poorly designed game with very tedious mechanics. It wasn't actually enjoyable to play for me, so why should I force myself through the game?

The greatest game to me, in terms of challenge, is Ninja Gaiden Black. The difference I feel is that rather than be hard for the sake of hard, that game focused on creative, varied mechanics which responded to the players action smoothly. Then the game taught you these mechanics and encouraged you to embark on greater and greater achievements using them.

It made me enjoy the game first before I "suffered" playing it. I didn't really suffer because I loved every minute even if the game pasted me. Demon's Souls (and Dark) didn't get that at all.
Well, I for one chose to interpret his hard-is-to-suffer comment as an exaggeration in comparison to today's usual difficulty in games, designed to be played while laid back on the couch.
So I hope what he meant was closer to what you say.
Post edited November 21, 2012 by AndyBuzz
I hope SC is a big success and becomes all that we were promised. After all I pledged a few hundred bucks on it. :)
avatar
Bakusson: Personally, I don't even need the Privateer stuff. I'd be perfectly happy with just Squdron 42 or whatnot.
Definitely.
From all their descriptions it seems like the major part of a game will be an excellent single-player campagin and free-play mode. Build on that will be coop and PvP multiplayer.
No idea how people could come out with different conclusions (especially the MMO... lol... going by these traces you could qualify Battlefield 3 as an MMO: 64 players per instance, persistent universe where you work to earn your gear and level-up character, etc.... while everyone clearly see that BF3 isn't an MMO).

And to be honest: I love this project. Invested way too much money in it, but that's because seeing what I see I'm sure I'll love the title even if they wouldn't fulfil 50% of promises. Just give me campaign and full support for accessories - I'll play it like crazy :D
Seeing the preview I see things I asked for ages:
- graphics that push the edge of what's possible in a PC game
- modern space sim
- Newtonian physics
- wing-commander inspired campagin
- excellent ships design
- extensive support for accessories - I can play this thing with kb+mouse, but also with HOTAS, or 3D goggles. Use PC to it's full potential.
- an ambition for creating challenging AI instead of spraying maps with hundreds of enemies.
- modern space-sim with coop mode!
I can't wait to jump into the cockpit.
Even though I am severely in the red, I still plan to pledge a couple bucks to this one. Chris Roberts going Kick Start and indie means both the Kick Start and Indie worlds have been given a blast off that will send them reeling clear out of the solar system and straight into the Andromeda Galaxy.
In fact, I don't even think it would be too much to say when legends like Chris Roberts go indie that the entire computer game industry is about to be rocked to the core.