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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.
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Mivas: I mean - Is it the classic space sim? The one where you get a ship, jump into the space and nothing happens except random attacks and communication with interactive vendor machines aka NPCs? Does it have some wrapping story? Are there complex side missions? Does it have dialogues except money/cargo handling? Can I meet frigates which aren't hostile and interact with them in space?
Questions like these would interest me too, since I'm thinking about backing it too, but am not sure if it really interests me, or if it is just a Space-Sim-MMO.
Post edited November 19, 2012 by Fesin
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Lodium: You can play it both online and offline, you can even run it on your own private server
and you also be able to mod the game meaning you can play singleplayer forever
if you wish.
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Mivas: I know about these mechanics, Lodium. Creators were very informative about some things which is something I respect a lot, by the way.
I mean - Is it the classic space sim? The one where you get a ship, jump into the space and nothing happens except random attacks and communication with interactive vendor machines aka NPCs? Does it have some wrapping story? Are there complex side missions? Does it have dialogues except money/cargo handling? Can I meet frigates which aren't hostile and interact with them in space?

Please, don't interpret it offensively. I'm just unsure if this is my kind of game. I've played a bit of Freelancer and I liked the settings a lot but it felt kinda empty. I prefer games which emulate living worlds. If I play Pharaoh, I like to witness a city grow, see how city life goes. If I play a travel-related game, I want to know that at the end of my journey is a big planet I can spend some time on; chat with other NPCs and unwrap the in-game universe with side quests.
I don't fancy games like Silent Hunter because of that, for example.
I think it woud be wery hard to meet demands of all players/buyers
i dont think there is a single game that does that even today.
There will always be some people who arent happy about something even if its minor.

In my case i choose to pledge/support it because of the vision and evrything they have explained via KS. their main site and alot of talking in the live stream videos.
Never heard of a space sim thats gonna offer this much features and this much content
and you dont even have to subcribe nor pay to win.
So for me this vision sounds so amazing and downrigth kickass
so i had to pledge.

Of course i dont expect to have all my dreams or wishes granted because
then i belive computers and stuff needs to be even more advanced.
But at least it seams theese guys will be trying to create at least a fraction of what my dreams are when it comes to space sims.
Post edited November 19, 2012 by Lodium
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azah_lemur: Looks great, but I have a question.
Why does no one remember the X series? :<
One of my favourite series :D

Hope Star Citizen appears on GoG.
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Lodium: I think it woud be wery hard to meet demands of all players/buyers
i dont think there is a single game that does that even today.
There will always be some people who arent happy about something even if its minor.
...
And I by no means wanted to say that such game is a bad game. However their description and updates indicate it is that kind of game (i.e. classic space-sim) and I don't want to do an impulse "purchase"; I want to support it because it sounds appealing to play.

Otherwise I would have pledged just for creator's sheer enthusiasm and frequent communication with backers :).
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Lodium: I think it woud be wery hard to meet demands of all players/buyers
i dont think there is a single game that does that even today.
There will always be some people who arent happy about something even if its minor.
Personally I would never demand something like that and I never complain for a game not catering to everybody. We all have seen where that led the industry.

But, while at first I was ecstatic about Star Citizen, the MMO aspect that is not very clear but implied to be the main feature, did dampen my enthusiasm. Maybe this game is not for me. Before I can make my mind though I would need a bit more info that it is not readily available at the moment.
I guess Star Citizen will be great space sim.
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gameon: Well i won't be backing anything or buying anything that's ridiculously hard.
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DeadlyRamon: I agree. There's a fine line between a challenge and suffering. For me, suffering and entertainment do not go hand in hand, and I think that only masochists derive pleasure from pain.
Yes; I went into this knowing nothing about him or his games, and walked away wanting nothing to do with him. Well, I'll go on playing the games that have been dumbed down so that even poor, helpless simpletons like me can enjoy them, and people who enjoy being frustrated can do that; there are enough games on the market for all types.
Post edited November 19, 2012 by BadDecissions
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DeadlyRamon: I think that only masochists derive pleasure from pain.
That's what people don't get. It's not about enjoying the pain. Traditional game design is about providing the perfect balance of challenge and reward - if either the challenge or the reward comes short the game sucks. When Roberts says that he wants games to be harder he doesn't want to piss people off with unfair shit, he wants to make overcoming the challenge a more rewarding experience.
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gameon: Well i won't be backing anything or buying anything that's ridiculously hard.
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DeadlyRamon: I agree. There's a fine line between a challenge and suffering. For me, suffering and entertainment do not go hand in hand, and I think that only masochists derive pleasure from pain.
Indeed. That reminds me of one mission in X-Wing Alliance I was never able to beat. I don't even want to know how many times I attempted that mission without avail. I was supposed to pick up an imperial spy/traitor but the trap it sprung instead was ridiculously hard as our Correllian cruiser (frigate?) was pounced by two! Star Destroyers. Except for one time I died just before reaching the jump point out of the system, and the one time I did make it the cruiser mysteriously was left behind and destroyed.

I loved the game up to that point. Such a shame.
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F4LL0UT: That's what people don't get. It's not about enjoying the pain. Traditional game design is about providing the perfect balance of challenge and reward - if either the challenge or the reward comes short the game sucks. When Roberts says that he wants games to be harder he doesn't want to piss people off with unfair shit, he wants to make overcoming the challenge a more rewarding experience.
Exactly. I miss the feeling of accomplishment games used to give me while playing them.

When I finished playing Silver a few days ago, there it was again. The final battle in that game actually consists of two consecutive fights you NEED to win back-to-back. No checkpoint, no opportuntiy to save. No safety net, so to speak. It seems overwhelming and punishing at first, but it really wasn't once you really got down to it. Once you knew what to do, it was not easy, not at all, but definitely possible if you stuck to the pattern. Man, did I feel good after that.

So, if Chris Roberts wants to get back to that kind of game design, it makes me all the more interested in the game.
Post edited November 19, 2012 by Nergal01
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Lodium: I think it woud be wery hard to meet demands of all players/buyers
i dont think there is a single game that does that even today.
There will always be some people who arent happy about something even if its minor.
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AndyBuzz: Personally I would never demand something like that and I never complain for a game not catering to everybody. We all have seen where that led the industry.

But, while at first I was ecstatic about Star Citizen, the MMO aspect that is not very clear but implied to be the main feature, did dampen my enthusiasm. Maybe this game is not for me. Before I can make my mind though I would need a bit more info that it is not readily available at the moment.
yes i coud see the MMO aspect becoming a problem if it has the same mechanics as most other MMO,s.
Many MMO,s and multiplayers has a tendecy to draw in shoud i say unwanted clientelle and unlikebal players, this is especially true for very sucsessfull games like WoW, cod or some other major AAA title thats online.

I hope this game woud be the exception
that it wont be the typical MP or MMO because it woud be nice for once to
play with a friend and actually having fun, wich i belive is the point of most games or entertaintment.
Post edited November 19, 2012 by Lodium
Well, WC IV WAS much better than V...
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Nergal01:
I remember dying the first time I tried it while playing the game again. I was completely shocked, I had remembered the fight as "easy" when I was a kid. So I sat there and thought about it, and realized what I had to do.
That next part was great.

Ridiculous challenge is one thing, satisfying challenge is what you used to get (mostly) in games.
There's nothing like making games so hard that they aren't fun. A brainstorm of an idea.
I guess the problem is that everyone has different associations when they hear "challenging" or "difficulty" and that it's pretty tough to find the right balance between "too easy" and "too hard" because everyone draws the line at a different level, what's easy for some might be hard for others and vice versa.

What I personally don't like though is if "difficulty" is confused with time investment, clunky controls, awkward camera angles, impractical savegame system, artificial GUI and gameplay restrictions etc.. I'm perfectly okay with the possibility of failure, but the conditions for trying again have to be encouraging, not overly frustrating. And a lot of games are frustrating not because of the challenge they pose but because of the way they punish you for failure, forcing you to repeat long and tedious stuff over and over again until you can't bear to do it anymore, and some even punish you for quitting and trying again another day, by throwing you back even more.